Updates

What changed, and when.

Everything new, newest first. “In the game” marks game milestones, posted when the X1 checklist rises by at least 1 percentage point. “On the site” marks news about the site itself, such as new videos and pages.

Changes in how the checklist is counted are not game news. See how we count, and the current status, in the roadmap.

  1. On the siteOwn engine: X now matches the game in all 307,613 frames of the 13 recordings

    Since October 25 the project has two programs: the 1:1 translation of the original game, which is the reference, and our own engine, written from scratch. In the 13 recordings, X in our own engine does exactly what the original does in 307,613 of 307,613 frames. This week the engine gained the flying claw in Storm Eagle’s stage that grabs and carries X, the moving blocks in the Sigma stages, the falling rocks in the second Sigma stage and the logs that Axe Max throws. The bosses, the menus and the rest of the campaign come in the next phases.

  2. On the siteNew tab: Map editor

    The site has a new Map editor tab. There you pick an X1 stage, paint its tiles on a grid, mark where X starts and get a text code. The game’s map editor opens that code and builds the same map, and a code made in the game opens on the site too. It works on a computer and on a phone. Enemies, checkpoints and a test of the map in the browser come later.

  3. On the siteThe engine comes first: two X1 meters and the list of what is left to prove

    From now on our engine comes first: we will finish all of X1 on it before proving every detail, because it is where the project’s artificial intelligence will train. That is why the home page and the roadmap now show two meters side by side: how much of X1’s code already exists in our engine, split into checked, forced and inferred, and how much of X1 has been proved equal to the original. The roadmap also gained the list Still to prove, with everything left to prove, grouped by reason. Nothing there has been called impossible: it stays on the list to be proved later.

  4. On the siteExtra video on the home page: the project on October 14, with a playable Vile

    Below the main video, a button opens a 39-second extra video: David defeating Vile in Sigma's fortress, uncut, with that day's project numbers. At the end, Vile appears playable, made with our own code.

  5. On the siteThree new requests on the requests page: Ride Armor punches

    The recording requests page has three new requests: landing a Ride Armor punch on a spike ball and on a snowball in Chill Penguin's stage, and on a Mad Pecker in Sting Chameleon's stage. None of the project's recordings shows these punches, and the automatic searches could not take the armor to these enemies.

  6. On the siteThe recordings list was updated and the engine has a new counting rule

    On the recordings page, Spark Mandrill left the list of requests: the project got his rare moment by itself, in an automatic test, and his block stays there only to show the forced GIF. The serpent Utuboros now appears part by part, with a mark on the parts the project has already seen: of 21 hits with charged weapons, 2 have been seen and 19 are still missing. Two new requests came in, one on Thunder Slimer and one on the sub-boss that appears before the submarine: lose a life in the fight and keep recording until the fight is back. Also, the own-engine number now uses a single rule to say a boss is complete: it only counts when none of its paths is missing. That is why the engine number changed; the home page and the engine plan page explain the reason.

  7. On the siteThe Wiki shows boss animations the game never uses

    The Wiki’s curiosities page has a new part, “Boss animations the game has but never uses”: 37 animations of six bosses and of one object of the Flame Mammoth fight, which are in the cartridge but which no match shows, each one with a written proof. To see how they would look, we forced each one in the emulator, and each one carries the “forced” notice. On the recordings page, the block “What is still left to record in X1” lists what only a person playing can still record, and the Spark Mandrill request shows, also forced, the rare moment we are looking for.

  8. On the siteThe Wiki names three songs of the game

    The three songs from the Wiki’s sound test now have names. Two play on the screen where you choose the boss to fight: one of them only once all eight bosses are beaten and only Sigma’s fortress is left. The third plays at the end of the game, after Sigma is defeated. They are named because they play in the normal game. The closed technical block of the part says where the game plays each one.

  9. In the gameOur own engine reached 15.50%

    Own-engine plan

    A whole game frame now runs on our own engine alone, with no help from the cartridge’s code and nothing but the controller as input: X, the enemies, the effects, the Ride Armor, the stage loading and the drawing of the characters and objects. On the two test stretches of Chill Penguin’s stage, it matched the original on 598 of 598 frames. All 45 X1 enemy families are now translated and equal to the original on the recordings (it was 42), and 30 of them have been checked in every case (it was 11). The data pack our engine reads from the cartridge now has 9 of its 11 kinds equal to the original (it was 5): the blocks that make up the stages, the collision, the animations and the pieces that build each character came in; the letters of the texts and the sounds are still missing. All 36 of X’s states (each way he moves and acts) are translated, and 3 of them have been checked in every case. Also equal to the original now: the five items X picks up (life energy, weapon energy, 1-up, sub tank and heart tank), the five moving platforms, the four parts that break (gas tank, crusher, rocks and glass), traps such as the falling block, the lasers and the lava drip, the stage changes (Sting Chameleon’s flooded stage, Spark Mandrill’s in the dark and Flame Mammoth’s frozen) and the Shotgun Ice sled shot: that makes 25 of 26 shots, and only Zero’s is missing.

    • Own-engine plan: 15.5%, verified + partial.

    All of this equals the original in tests, but the engine cannot run a whole stage on its own yet: the whole frame was only checked on those two test stretches. Still pending in every part of X1: “Playable on our own engine and approved”.

    Technical details

    Engine plan at game commit bcf7c5dc0 (data/engine-roadmap.json): 1550 bp = 1348 verified + 202 partial; the previous engine news had 1244 bp (commit e08f0ffd6). Steps that changed: foundations.world.step (verified: 0 → 31 bp); x1.player.port-rest (verified: 0 → 57 bp); x1.player.complete (partial, 0 → 3 of 36: 0 → 7 bp); x1.weapons.port (partial, 24 → 25 of 26: 88 → 92 bp); x1.enemies.port (verified, 42 → 45 of 45: 134 → 144 bp); x1.enemies.complete (partial, 11 → 30 of 45: 26 → 72 bp); x1.stages.port.pickups (verified: 0 → 28 bp); x1.stages.port.stage-changes (verified: 0 → 28 bp); x1.stages.port.moving-platforms (verified: 0 → 27 bp); x1.stages.port.destructibles (verified: 0 → 27 bp); x1.stages.port.conveyors-water (verified: 0 → 27 bp); x1.pack.port (partial, 5 → 9 of 11: 17 → 31 bp).

  10. On the siteThe Wiki shows the impossible cases in GIFs

    In the Wiki’s “What X1 still lacks” part, six cases the game does not produce in play now have a group of their own, “Impossible for the current score”: they count as impossible by David’s decision of October 10, 2026, and if someone finds a way to make one of them happen, it becomes “doable” and the site is updated. Five of them got double-size GIFs of a situation forced in the emulator, which show what would have to change in the game and how it would look: Sting Chameleon’s missing move, the capsule guardian’s fourth way to die, the third picture of the Fire Wave flame, a firefly and two bats that are never born. In the sixth, a terrain under Sting Chameleon’s stage, the forced situation killed X before he got there, so the map stays. The roadmap also got our own engine’s next steps.

  11. On the siteThe Wiki shows what X1 still lacks

    The Wiki curiosities page has a new part with 28 things X1 still needs to check, each with an explanation and, when possible, a recording picture, a map drawn from the cartridge data or a clip of a situation forced in the emulator. It also tells about two enemy generators forgotten in the cartridge, which no stage uses, and the two sound effects outside the sound test list now say when they play: during the talk with Dr. Light inside the capsule, and with the Hadouken. The home page has a short summary of where we are, and the roadmap explains why our own engine’s number is still low and what the next steps are.

  12. In the gameThe X1 checklist reached 93.81%

    X1 — Checking against the original game

    Since the last update, the X1 checklist went from 92.77% to 93.81%. The game runs the original cartridge’s own code, translated to C++, and what changed is how much of it has been checked against the original. Part of the rise comes from a decision by David, explained in the last line of the list.

    • Bosses, attacks: more of the list of what each boss does has been checked against the original game. The Submarine (7 of 7 parts) and Launch Octopus (23 of 23) are complete; the Highway giant bee went from 4 to 10 of 11, Vile (opening) from 39 to 48 of 49, Vile (fortress) from 83 to 94 of 95 and Thunder Slimer from 19 to 24 of 25.
    • Bosses, damage: weapon damage and interruptions for the Chameleon capsule guardian (6 of 6 cases) and the Armadillo digging machines (5 of 5) are now all checked.
    • X-Buster: the damage the shot deals, its contact and its deflection are fully checked (12 of 12 parts; it was 9).
    • David’s decision. Some cases the game almost certainly never produces, such as the enemies that are never born, now count as resolved by David’s decision, after real attempts to find them. They are the three enemies that never appear in normal play (one in the Spark Mandrill stage and two in the Armored Armadillo stage), X’s arrival facing left (3 poses), four rare damage cases and two ways X can die, five moments from the end of the Velguarder fight, five from the Rangda Bangda fight and one from the end of the Thunder Slimer fight, none of which shows up in the recordings we have. Together they account for 0.41 of the 1.04 points of this rise, and they count by the owner’s decision, not by a recording.

    A partial proof counts only the share of each step already checked; the rest of those steps remains pending. Still missing, for example: 151 of the 351 picture and sound parts of Vile in the fortress, 82 of the 269 picture parts of Sigma (humanoid), 12 of the 18 weapon damage cases on the Submarine and 38 of the 56 parts of Utuboros’s damage. The cases counted by the owner’s decision are not complete proofs. The rest of the game runs, but has not all been checked.

    Technical details

    Ledger 0411bcb11, revision 2026-10-03-partial-credit: verified 7641 → 7996 bp (10 newly verified steps, 355 bp), partial 1636 → 1385 bp, sum 9277 → 9381 bp (+104 bp by group, floor per step in both ledgers: Bosses and minibosses 63, X: movement and survival 29, Weapons 10, all 13 stages 2). Of those 104 bp, 41 count by the owner’s decision: 2 bp in ledger L43 (cea456ce4, Spark Mandrill and Armored Armadillo population) and 39 bp in L44 (0411bcb11, items 2 to 5 of docs/goal/DEEP-INVESTIGATIONS.md), recorded in the step notes in data/x1-completion.json. Step inventory and weights unchanged from the previous news ledger (fc4bddd). Evidence and limits in data/x1-completion.json.

  13. On the siteThe Wiki gets sounds, menu texts and map strips

    The Wiki curiosities page now has buttons to listen to the three songs from the game's sound test and the sound effects that no play session calls, recorded in the game's own sound test. It also shows five unused menu texts drawn on the options screen and the scenery strips that sit below the camera in two stages. The enemies that are never born got a new seal, declared-impossible: we tested in every way we could and they never are born in normal play; the complete proof from the code is not finished yet.

  14. On the siteThe Wiki texts are clearer

    We rewrote the Wiki texts in everyday language, with short sentences you can follow on the first read and no programming terms. The curiosities, the damage table and the image and clip captions now say what the player sees or what the game does. The facts are the same, and the technical details stay in the closed blocks of each part. The Portuguese text was rewritten along with it.

  15. On the siteThe Wiki curiosities get clips and maps

    The Wiki curiosities page has short clips made in the emulator: the spiral buster shot in motion, X's left-facing arrival next to the normal arrival, the hidden map tool running, and the three enemies that are never born in play, created by the game itself when the camera is taken to them. Each clip says whether the situation was forced or staged in the emulator, or is the normal game. The part about the enemies that are never born also has maps showing where they sit: in empty map space, away from where the camera reached in the recordings.

  16. On the siteNew Wiki tab: cartridge curiosities and the damage table

    The site has a new Wiki tab with Mega Man X facts read straight from the original cartridge. The first page collects curiosities: things that exist in the cartridge but never show up in play, such as a spiral buster shot that no play session fires and a hidden tool for editing the map, with images from the original game. Each curiosity has a seal that says how far it is proven. The second page has the damage table: how much each of X's shots takes from each kind of target, and the weaknesses of the eight bosses. More wiki pages come later.

  17. In the gameThe X1 checklist reached 92.77%

    X1 — Checking against the original game

    Since the last update, the X1 checklist went from 91.76% to 92.77%. The game runs the original cartridge’s own code, translated to C++, and what changed is how much of it has been checked against the original.

    • Bosses: we read the cartridge’s own code to close more lists of what the bosses do and show: Thunder Slimer’s entrance, the animations of the LO mid-boss (Launch Octopus stage) and the damage of Utuboros (identity to confirm). Part of each list has already been seen in recordings; the rest still needs to be seen in the game.
    • Pictures: recordings confirmed many boss pictures: Sigma (humanoid) (102 to 187 of 269 parts), Rangda Bangda (36 to 59 of 76), D-Rex (36 to 49 of 70), Flame Mammoth (now 128 of 169), Thunder Slimer (116 to 275 of 284), the Submarine (27 to 51 of 61) and the LO mid-boss (113 of 119), plus a few more for other bosses.
    • Weapons: the X-Buster’s look and sounds (the charge glow, the shot and the firing sounds) are now checked: 125 of 126 parts, with only 1 of its 11 sounds left. Six special weapons also had one or two more sounds checked.
    • Volunteer: a volunteer’s fourth batch of recordings covered Velguarder and Sigma final, including the weapons Sigma final deflects. Weapon damage cases proved: Sigma final 12 to 17 of 18, Velguarder 14 to 15 of 19; plus one more part of the end and restart of the Velguarder fight (5 of 10).
    • Checking: we found and fixed a fault in our own picture comparison that had hidden a few frames. With it fixed, the project’s automatic play proved 5 more weapon damage cases on the Submarine (1 to 6 of 18).

    A partial proof counts only the share of each step already checked; the rest of those steps remains pending. Still missing, for example: 12 of the 18 weapon damage cases on the Submarine, 38 of the 56 parts of Utuboros’s damage, 82 of the 269 picture parts of Sigma (humanoid) and 1 of the X-Buster’s 11 sounds. The rest of the game runs, but has not all been checked.

    Technical details

    Ledger fc4bdddff7c539d0fc55751a64777f805861bb92, revision 2026-10-03-partial-credit: verified 7641 → 7641 bp (no newly verified step), partial 1535 → 1636 bp, sum 9176 → 9277 bp. Step inventory and weights unchanged from the previous news ledger (c4baa4f). Evidence and limits in data/x1-completion.json.

  18. In the gameThe X1 checklist reached 91.76%

    X1 — Checking against the original game

    Since the last update, the X1 checklist went from 90.37% to 91.76%. The game runs the original cartridge’s own code, translated to C++, and what changed is how much of it has been checked against the original.

    • Bosses: we read the cartridge’s own code to close the lists of what some bosses do and show: the Highway giant bee, the Submarine, Velguarder’s entrance, the LO mid-boss’s entrance, Vile (opening) and the animations of Flame Mammoth, Boomer Kuwanger and Thunder Slimer. Part of each list has already been seen in recordings; the rest still needs to be seen in the game.
    • Enemies: the appearance catalogues of 15 enemy types were closed from the cartridge, and the part already seen of each one now counts.
    • Weapons: volunteer recordings proved 6 more weapon damage cases on 2 bosses (D-Rex: 22 to 26 of 38; Launch Octopus: 14 to 16 of 20).

    A partial proof counts only the share of each step already checked; the rest of those steps remains pending. Of the animation, colour and sound parts, 68 of 165 for Flame Mammoth, 65 of 136 for Boomer Kuwanger, 116 of 284 for Thunder Slimer and 21 of 106 for the Highway giant bee have been seen; the rest still needs to be seen in the game. The rest of the game runs, but has not all been checked.

    Technical details

    Ledger c4baa4fd11140946bd7b32f0c93b2f15cb0b9ac4, revision 2026-10-03-partial-credit: verified 7641 → 7641 bp (no newly verified step), partial 1396 → 1535 bp, sum 9037 → 9176 bp. Step inventory and weights unchanged from the previous news ledger. Evidence and limits in data/x1-completion.json.

  19. In the gameMega Man X passed 90%

    X1 — Checking against the original game

    Since the last update, the X1 checklist went from 87.81% to 90.37%. The game runs the original cartridge’s own code, translated to C++, and what changed is how much of it has been checked against the original.

    • Bosses: the entrances of 5 bosses (Vile in the fortress, Rangda Bangda, D-Rex, the Submarine and Utuboros) and the endings of 3 bosses (death, return to the fight and hand-off to what comes next) were checked against the original, with traces of the original game’s calls and proofs taken from the cartridge itself.
    • Music: 32 of the game’s 33 songs were checked against the original sound chip.
    • Enemies: the appearance catalogues of 16 enemy types were closed from the cartridge, and the part already checked for each one now counts.
    • Weapons: volunteer recordings and automated searches proved 38 more weapon damage cases on 5 bosses.

    A partial proof counts only the share of each step already checked; the rest of those steps remains pending. For example, 1 of the 33 songs is still missing, and the endings of the Submarine (6 of 7) and Utuboros (12 of 13) are not complete yet. The rest of the game runs, but has not all been checked.

    Technical details

    Ledger 56dc2b665f65aad39601056e991474f94cd190bd, revision 2026-10-03-partial-credit: verified 7576 → 7641 bp (5 newly verified steps, 65 bp), partial 1205 → 1396 bp, sum 8781 → 9037 bp. Step inventory and weights unchanged from the previous news ledger. Evidence and limits in data/x1-completion.json.

  20. In the gameAll 23 X1 bosses run in our own engine

    Own-engine plan

    All 23 Mega Man X bosses now run in our own engine: each whole fight, from entry to death, equal to the original.

    • Own-engine plan: 12.44%, verified + partial.

    Still pending for the bosses: “Playable on our own engine and approved”. No acceptance recorded yet.

    Technical details

    Engine plan at game commit e08f0ffd6 (data/engine-roadmap.json): 1244 bp = 979 verified + 265 partial. Verified steps behind this item: x1.bosses.port (“Translated and equal to the original on the recorded stretches”, 173 bp) and x1.bosses.complete (“Complete: every case checked”, 129 bp).

  21. On the siteThe recording list shows what arrived and how to name the file

    Two new Mega Man X recordings arrived: one of the Armored Armadillo stage and one of the fortress with the fight against Vile on his ride armour. Both requests now show as received. The fortress recording showed five more weapons taking life from the armour, so the Vile request lists only the weapons still missing. The page also explains how to name each recording: the file name is the request name, and the movie description repeats that name. Changes to the list appear on this page, with no need for a new text list.

  22. On the siteEnemies with their full animation and a recording list, request by request

    The enemy catalogue has new pictures: each animation is now assembled from the original cartridge’s own data, complete, with nothing cut off and no damage frames. Five entries still show “Image being prepared”. The catalogue is also split by game now, ready for X2 and X3. And the contribute page has a new recording list: each request says what to do, why it helps and where it stands (open, received or done), for Mega Man X, X2 and X3. People who record can tick what they have done; the ticks stay only in their own browser.

  23. On the siteFive plans on the roadmap, now with our own engine

    The roadmap now has five plans: X1, X2, X3, our own engine and Extras. The engine plan shows what has already been rebuilt in our own code and compared with the original games, game by game, and what will join the three: moving between them, using one game's weapons in the others, choosing weapons and having all the text in Brazilian Portuguese. Extras now hold only the new modes and truly new creations, with a new item: an enemy, a tileset, a boss and weapons made by us. The home page shows the engine's number in a block separate from the X1 checklist, and the two are never added together.

  24. In the gamePartial proofs counted by a tool and more boss attacks checked

    X1 — Checking against the original game

    The X1 checklist went from 82.20% to 87.81%. The fully verified part rose from 74.87% to 75.76%, and the partial part rose from 7.33% to 12.05%. Most of the partial gain is not new gameplay evidence: it is credit for proofs that were already in the repository and are now counted by a tool that anyone can run again and get the same result.

    • Fully verified: the new steps include the attack lists of three bosses (D-Rex, the Launch Octopus stage sub-boss and Velguarder) and the life cycles of several enemies.
    • Own engine: in the project's native engine, checked piece by piece against the original, the first two enemies, the sound-command path and stage loading were checked against the original in tests today. It is not playable yet; the playable game still runs the translated original code.

    A partial proof counts only the share of each step already checked; the rest of those steps remains pending. The rest of the game runs, but has not all been checked.

    Technical details

    Ledger 35fa57790f1768bffe766fd80e10cd0195e40f88, revision 2026-10-03-partial-credit: verified 7487 → 7576 bp (12 newly verified steps, 89 bp), partial 733 → 1205 bp, sum 8220 → 8781 bp. Step inventory and weights unchanged from the ledger published in release 23. Evidence and limits in data/x1-completion.json.

  25. On the siteA new How to help and every enemy on the checklist

    The How to help page was rewritten with two paths. Anyone can download a small recording pack, in Portuguese or English, with instructions, the list of what to record, a ROM checker and emulator settings; the pack includes no emulator and no ROM. Volunteer players have started recording. The enemy page now shows every enemy on the X1 checklist, in 46 cards, with each status taken from the checklist itself, and has 13 new sprite animations.

  26. On the siteA roadmap for each part of the project

    The roadmap now brings together four expandable plans: X1, X1 Extras, X2 and X3. The red Extras bar includes playable Vile and Zero in X1, training, Bloody Palace, boss rush, generated maps and the editor. The X3 plan separately shows what has been checked for the original Zero. Each deliverable explains its acceptance criterion and limits; research and prototypes remain labelled as preparation. Search and filters work within each plan, in Portuguese and English.

  27. On the siteThe checklist now also shows partial proofs

    From today, a checklist step that is not yet fully verified earns the share that has already been checked. For example, if 34 of 36 parts of a move have already been compared with the original game, the step shows "34 of 36 parts" and counts that share. The main number on the home page and on the roadmap now adds what is verified and what is partial, labelled "verified + partial". The number with fully verified steps only stays visible just below it. No weight changed, and older news stays as it was published.

  28. On the siteTraining stage, new characters on the way and a growing engine of our own

    In the training stage, X appears with READY over a background that is already settled, and choosing TRAINING STAGE on the menu now shows the same shot the original game fires when you confirm GAME START. David is still testing the stage, and how to leave it awaits his decision. Alongside the cartridge port, we are writing a second engine from scratch, checked against the original game. It now has a player slot that other characters can use: X already runs through it unchanged, and Zero and Vile will use it later. Neither is playable yet. For Zero, we read his saber damage, how he reacts to hits and to death, and his animations from the Mega Man X3 cartridge, and wrote the plan to bring him in. In this engine of our own, 22 kinds of X1 shots already run on our code.

  29. On the siteUpdated roadmap and training-stage news

    We updated the checklist on the home page, roadmap and downloadable files. This summary also covers the latest training-stage fixes: the background stays stable while READY appears and X beams in; opening the tools preserves the selected menu option; filling or restoring health updates the health bar correctly. These fixes passed local checks, and David is testing the experience. The roadmap still separates what has been verified from what remains.

  30. In the gameMore bosses, stages and retries after dying checked against the original

    X1 · Checking against the original game

    X in Sting Chameleon’s flooded stage.
    A still from a video already available in the showcase: Sting Chameleon’s flooded stage. It illustrates the variant whose enemy placement was checked; it is not a new recording or proof of every case.

    The X1 checklist reached 70.06%. Since the last update, more boss encounters, weapon damage and routes through stages were checked. This helps confirm that shots take the expected health, enemies appear in the right places and X returns to the checkpoint after dying. The game runs the original cartridge’s own code, translated to C++, and each frame of the recordings used is compared with the original.

    • Bosses: more attack choices were checked for Storm Eagle, Flame Mammoth and Armored Armadillo; damage cases for Armored Armadillo, Boomer Kuwanger and Sting Chameleon; and applicable cases for the first Vile, the opening stage’s giant bee and humanoid Sigma. The arrivals of Armored Armadillo, Vile, Bospider, both Sigma forms and three smaller encounters also count, along with defeat and returning to the fight against Storm Eagle and Sting Chameleon.
    • Stages: the floor, wall and hazard types encountered in recordings of Storm Eagle, Boomer Kuwanger and Sigma’s first, second and final stages were checked. Enemy placement was checked in Storm Eagle, Flame Mammoth with and without lava, and Sting Chameleon with and without water. More cases of enemy attacks, contact, death and respawning were also checked.
    • X: checkpoint retries in Storm Eagle, Armored Armadillo and Sting Chameleon were checked. This verifies those stage restarts; it does not complete every case of X dying, taking damage or touching terrain. Walking, jumping and dashing were already covered in the earlier update and receive no new credit here.
    • Sound: music was checked in the full recording windows used to verify the new boss arrivals. This does not complete the checks of X’s sounds, weapon sounds or the whole campaign. David approved the full-game recording and comparisons of all 13 stages, but they remain local; five stages in those videos still lack sound. Installation and control instructions were also verified, while a new player’s experience remains pending.

    The checks cover the accepted cases in the recordings. Other attack choices, weaknesses, attack interruptions, boss pictures and sounds remain partial or pending. The terrain types checked do not prove every possible route. The local videos still lack sound in Spark Mandrill, Launch Octopus, Boomer Kuwanger, Flame Mammoth and Sigma’s first stage. The rest of the game runs, but has not all been checked; the final review and package approval remain pending.

    Technical details

    Ledger 78103b03bb7ce9d178792799609bd70f59d3f6f9: 6232 → 7006 bp; 38 newly verified steps, unchanged inventory and weights. Status comparison in build/R17/ledger-delta.json; evidence and limits in data/x1-completion.json. Revision 2026-10-01-unreachable-scope changes the unreachable-parts methodology, with no proven exclusions, weight change or additional credit. Previous revision snapshot retained in data/ledger-archive.json. Pending steps that became partial earn no credit.

  31. On the siteMega Man X in 48 seconds on the home page

    The home page has a new video of the game running on our port, made entirely with code and with its original sound. Click to watch. The video has English on-screen text, and the previous preview is still available under “About this video”.

  32. In the gameThree bosses’ damage, pictures and campaign transitions checked

    X1 · Checking against the original game

    Shots against Storm Eagle, Flame Mammoth and Spark Mandrill now have every applicable damage case checked against the original. That includes shots that take no health or are deflected. The pictures along the recorded routes in the opening stage and the first stage of Sigma’s fortress, checkpoint retries and transitions in Launch Octopus’s and Boomer Kuwanger’s stages, and Chameleon Sting’s poses were also checked.

    • Each of the three bosses had 17 damage cases checked. The two stages’ pictures match the original along the recorded routes.
    • Enemy shots were also traced to their creators, without counting the same behavior twice.
    • More recorded situations involving enemy attacks, contact, death and dropped items were checked.

    The check covers the recorded games. Scenery outside the camera, unseen situations and other stages remain pending. Weaknesses and attack interruptions requiring evidence beyond the damage table remain under review; these advances do not complete every boss check.

    Technical details

    Ledger 71c7ce9a3d92c32845d07e45797f42d049fe91d1: 6016 → 6232 bp, twelve steps, unchanged weights. Chameleon Sting visual: 10; object 0x4A: 3; Storm Eagle, Flame Mammoth and Spark Mandrill damage: 13 each; Intro Highway and Sigma Palace 1 route visuals: 50 each; Launch Octopus and Boomer Kuwanger transitions: 20 each. Sources and limits in data/x1-completion.json. Object 0x01 attacks/contact and object 0x18 lifecycle: 8 each, within the scope recorded by E41/W37.

  33. On the siteA lighter home page

    The preview has a short caption, with the full explanation under “About this video”. The checklist appears as bars by area, and two highlights show what has been checked. The details remain one click away, in Portuguese and English.

  34. In the gameChecked against the original: X’s walking, jumping, dashing, ladders and water, the stages’ conveyors and currents, and the transitions of Sigma’s last stage

    X1 · Checking against the original game

    A frame from the video where X jumps in the middle of a dash.
    The dash jump, which now counts, in a video from the showcase page made by our game replaying a recorded game.

    In the 62 recordings where the game’s memory matched the original on every frame, every part of X’s basic movement appeared, with the picture matching on every counted frame: walking and turning, jumping and releasing the button in mid-air, the dash and the dash jump, climbing ladders up and down, and walking, jumping and dashing in water, going in and out of it. The stages’ conveyors, wind currents, water and scenery hazards also count. In the last stage of Sigma’s fortress, restarting after X dies, the game over and the way back, and leaving the stage for the game’s ending now count.

    • X’s movement: walking and turning, 22 of 22 parts; jumping, 24 of 24; dashing, 20 of 20; ladders and water, 38 of 38. All in the 62 recordings, 1,017,907 frames in total.
    • Stages: the conveyors in Flame Mammoth’s stage, the currents in Storm Eagle’s, the water in Launch Octopus’s and the scenery hazards in Boomer Kuwanger’s and Flame Mammoth’s run in David’s recordings. In Sigma’s last stage, the pictures matched on every frame of the three recordings checked whole (37,014, 15,996 and 44,616 frames).

    Not counted yet: X on every kind of floor, slope and platform; X’s death and the return to the checkpoint in every case; X’s poses and sounds; damage to X on every terrain and in every situation; and the terrain and hazards of Sigma’s last stage. The check covers what appears in the recordings.

    Technical details

    G2 (W37, the 62 WRAM-equal runs of enemy_evidence_v4, 1,017,907 frames; X’s routine 81:812E, table 81:82A6): player.ground.remaining (22 of 22 parts; $00, $02, $04), player.jump.remaining (24 of 24; $06, $08, $0A), player.dash.remaining (20 of 20; $14, $20) and player.ladder-water.coverage (38 of 38; ladders $24..$2A, water through $0C18 bit 0), 100 each; P50’s residuals listed in the KB under their owner steps. G4 (O2’s rule, O1’s 22 takes): object.conveyors-water.acceptance (50; conveyors 83:E1BC, currents 87:DABD, water 84:9557, hazards 87:B808, 87:B91C, 87:BA72, 87:C994; colour_math residuals only in launch-octopus-auto). G10 (8d5aaa6cc): stage.sigma-4.transition (20; checkpoint 0 on every level-12 frame, 5 retries through 80:9989, game over at f11321 and back at f11919, exit $1F7B = 4 to the ending at f23001). 5,546 → 6,016 bp, 6 steps; unchanged weights.

  35. In the gameChecked against the original: ten bosses’ attacks, Fire Wave in use, four weapons’ looks and three more bosses’ arrivals

    X1 · Checking against the original game

    A frame from the video where Boomer Kuwanger enters the scene, in his stage.
    Boomer Kuwanger’s arrival, which now counts, in a video from the showcase page.

    In David’s recordings and in branch recordings, checked frame by frame against the original game, the movement and every attack of Chill Penguin, Storm Eagle, Flame Mammoth, Armored Armadillo, Boomer Kuwanger, Sting Chameleon, the Bospider spider, both of Sigma’s forms and the serpent in Launch Octopus’s stage now count. For five bosses, how they choose the next attack also counts, and for Chill Penguin, the damage each weapon does to him. In the arrivals of Spark Mandrill, Boomer Kuwanger and Sting Chameleon, the game matched the original on every frame. For Fire Wave, the charged shot, contact with targets and with the scenery, and use in the campaign now count. The X-Buster in campaign use, the Boomerang Cutter’s contact, and the drawings and animation of Storm Tornado, Rolling Shield, Homing Torpedo and Boomerang Cutter also count.

    • Bosses: for each of the ten, every fight state appeared in the recordings, with the picture matching the original on the first frame of each state; Chill Penguin has 28, Sting Chameleon 31. Choosing the next attack counts for Chill Penguin, Velguarder, both of Sigma’s forms and the serpent. Damage on Chill Penguin was checked in all 17 cases: the X-Buster and the eight weapons, normal and charged shots.
    • Weapons: Fire Wave was used on 10,641 frames of the recordings, and the pictures matched on 10,632; the differences come from Spark Mandrill’s dark stage, not from the weapon. For the four weapons whose looks were checked, every pose the game has appeared on frames whose picture matched the original; Storm Tornado has 69 poses over 15,813 frames, all matching.

    Not counted yet: the sound of every special weapon; the looks of Shotgun Ice, Fire Wave, Electric Spark and Chameleon Sting; Shotgun Ice’s charged shot; and the X-Buster’s contact and looks. For bosses, still missing: damage on all but Chill Penguin; the attacks of Spark Mandrill, Launch Octopus, Vile, Velguarder and the other fortress and stage bosses; attack choice for the rest; and the arrivals not yet checked.

    Technical details

    W40: weapon.fire-wave charged (form $13, 83:9DD4), interaction and campaign (fired 10,641 frames, pictures 10,632 of 10,641; the inexact ones are colour_math of SM’s dark stage). W39: weapon.boomerang-cutter.interaction. W41: weapon.buster.campaign (states $00..$03 of table 80:F68F; fired 5,722 frames, pictures 5,721 of 5,722) and the RS, HT and BC visuals. W42: ST visual (69 poses, 15,813 of 15,813 frames exact). E40: enemy.oid_35 attack (no attack, proven from source) and contact. L31, L32 and B5: attacks of CP (28 of 28 states), SE (18), FM (16), AA (23), BK (20), SC (31), Bospider (9), sigma-humanoid (16), sigma-final (4) and utuboros (14 and the body); selection of CP, Velguarder, sigma-humanoid, sigma-final and utuboros. A26 round 5: entry of SM (WRAM 27,368 of 27,368), BK (40,070 of 40,070) and SC (25,606 of 25,606). B7 and G5 (7d56d6cd8): boss.chill-penguin.damage, 17 of 17 cases equal to table 86:EF37. 5,151 → 5,546 bp, 30 steps; unchanged weights.

  36. On the siteEach enemy alone on its card, and the Snow Shooter under its credits name

    On the Enemies page, each of the 16 enemies now appears alone, without the scenery and without X, in a GIF on a grey background. The drawings come from our game running the original cartridge’s code, and every pixel was checked against the original game’s picture. The enemy in Chill Penguin’s stage that appeared as Mad Pecker is now called Snow Shooter, the name shown in the game’s ending credits.

  37. In the gameChecked against the original: the Hadouken, seven special weapons in use, items and breakable blocks, the enemies of five stages and what happens when X loses to five bosses

    X1 · Checking against the original game

    A frame from the video where Launch Octopus enters the scene, in his stage.
    Launch Octopus’s arrival, which now counts, in a video from the showcase page made from the same recording by David.

    In a new recording by David, X gets the Hadouken in Armored Armadillo’s stage and uses it 23 times, and everything runs the same as in the original game. Seven special weapons now count in use during the campaign: every shot was followed from the part of the game’s code that creates it. What never happened in the recordings was shown with branch recordings: David’s recording up to a frame, then commands produced by a search or written by hand, checked frame by frame against the original game. So these now count too: those seven weapons’ energy, four of them touching targets and shots, and what happens when X loses to Chill Penguin, Spark Mandrill, Armored Armadillo, Vile in the fortress and the final Sigma: he goes back to the checkpoint and the fight starts again as in the original. Health and energy items, the items enemies drop, the blocks, obstacles and pieces of scenery that break, Launch Octopus’s arrival with the door music and, in five stages, every enemy and object in its place count as well.

    • Hadouken: in David’s recording, the capsule appears on the fifth visit to it, in Armored Armadillo’s stage; X receives the Hadouken and uses it 4 times in that stage and 19 in the first stage of Sigma’s fortress. On all 73,902 frames of the recording, the game matched the original, and so did the pictures (73,901 of 73,901).
    • Weapons: Shotgun Ice, Storm Tornado, Electric Spark, Rolling Shield, Homing Torpedo, Boomerang Cutter and Chameleon Sting were used in David’s recordings facing both ways, on the ground and in the air, with the pictures matching the original on every frame where that happens. In the branch recordings, X switches weapons from the pause menu, pauses, dies with the weapon selected and uses up a weapon’s whole energy; so the cost, the shot limit, the refill and the switching of those seven weapons now count. For Storm Tornado, Electric Spark, Homing Torpedo and Chameleon Sting, touching targets and shots counts too; hitting the scenery does not apply to them, because those weapons’ code never looks at the scenery.
    • Bosses: in the branch recordings, X loses to Chill Penguin, Spark Mandrill, Armored Armadillo, Vile in the fortress and the final Sigma, goes back to the checkpoint and the boss returns to the fight, with the game matching the original on every frame. Each boss’s defeat and what follows it already ran in David’s recordings; for Chill Penguin and Armored Armadillo, 2 and 4 frames of that stretch still have a different picture and are left to the checklist item that checks the boss’s appearance. Launch Octopus’s arrival, with the door, the introduction and the health bar filling, matched the original on every frame of the recording, pictures included, and so did the music: the sound was checked on 8,190 of 8,190 frames, from the door until the bar is full.
    • Stages: in Launch Octopus’s and Boomer Kuwanger’s stages and in the first three stages of Sigma’s fortress, every enemy and object the checklist counts (18, 40, 69, 39 and 36) appeared in the same place as in the original game and is linked to its checklist item; across the 27 checked recordings, none of the 2,751 appearances was out of place. Four game objects that had no owner in the checklist now have one: a platform that carries X, the face in text boxes and two kinds of laser.
    • Items and scenery: David’s recordings run the health items, the Sub Tank’s and the weapons’ energy, the items enemies drop, the blocks that break (such as the glass in Storm Eagle’s stage), and the obstacles and pieces of scenery that get destroyed.

    Not counted yet: the picture and sound of each special weapon; Shotgun Ice’s and Fire Wave’s charged shots; Fire Wave hitting the scenery, because the analysis did not tell the normal flame from the charged shot, and its use during the campaign; the X-Buster’s contact, appearance and campaign use (with it and with Fire Wave, the picture does not match yet on some frames); and Boomerang Cutter hitting things: its return to X appeared in a branch recording, but the analysis counts it as a refill. Also not counted yet: conveyors, currents and water; the enemies and objects of five stages (Storm Eagle, Flame Mammoth, Spark Mandrill, Armored Armadillo and Sting Chameleon); every stage’s terrain and transitions; two objects that still have no owner in the checklist; and X’s death on spikes and in one rare case, which have not appeared in a checked recording yet. Among the bosses, every boss’s attacks, choice of attacks, damage and appearance are still open; so are the arrival of Spark Mandrill, Armored Armadillo, Boomer Kuwanger, Sting Chameleon and the fortress bosses, and the fight coming back after X loses to Storm Eagle, Sting Chameleon, Velguarder and other bosses not checked yet. Still open: 55 enemy parts that never happened in the recordings, and one frame of Spark Mandrill’s stage where the picture does not match yet.

    Technical details

    R15 (3398d1f63), David’s take pegar hadouken.mmo: object.hadouken (40); WRAM equal 73,902 of 73,902 (after R9’s merge), pictures exact 73,901 of 73,901; capsule 0x4D at the fifth level-3 load ($1F7E = 5 at f37,010), 0x4E sets $1F7E bit 7 at f38,024; hadukenCheck (81:A0EA) 23 times, 4 at level 3 and 19 at level 9; no spike death in that take. W38 (c3732cda3): campaign of SI, ST, ES, RS, HT, BC and CS (15 each), shots traced by their creator on the fire path 81:9536, in the K5 captures of W37’s 22 takes and vile-zero-with-arm; pictures exact on every seen frame (V12). R18 (91213f8da): four branch takes of sigma3 (tools/oracle/branch_take.py: lines 1..N byte for byte, then crafted inputs): sigma3-weapons-branch (WRAM 25,329 of 25,329), sigma3-cs-death-weapons-branch (23,161 of 23,161), sigma3-es-death-weapons-branch (23,121 of 23,121) and sigma3-st-empty-weapons-branch (23,629 of 23,629); lifecycle of BC, CS, ES, HT, RS, SI and ST (10 each) and interaction of CS, ES, HT and ST (20 each; terrain not applicable by decision 2: no +$2B reader in their routines); still open: weapon.fire-wave.interaction (W37’s decision) and BC’s return_catch (the scan counts those frames as refill). R16 (cba1c0339) and L30 (5a30e30b0): branch takes where the boss defeats X, with R16’s goal search back to the door: SM (WRAM 25,137 of 25,137; defeat and handoff pictures 1,081 of 1,081), CP (16,351 of 16,351; handoff 1,017 of 1,019) and AA (11,865 of 11,865; handoff 1,045 of 1,049), the residuals left to the presentation step by L8’s rule; outros 13 each; SE (search stalled) and SC (WRAM 24,920 of 25,635) stopped. R17 (98421a168): vile-fortress-death-branch (WRAM 16,826 of 16,826, pictures 16,825 of 16,825) and sigma-final-death-branch (17,526 of 17,526, pictures 17,525 of 17,525); outros 13 each; named stops: Velguarder (no X defeat) and spike deaths (search stalled), so player.death.coverage stays open. A25 (d8439a299): boss.launch-octopus.entry (14); WRAM 38,341 of 38,341 and pictures 38,340 of 38,340 (Mesen2’s PPU), boss sections 2,914 of 2,914 and 4,449 of 4,449, camera 605 of 639 (V15); apu_gate (the sound driver on LakeSnes’s SPC700/DSP from Mesen2’s SPC state) equal on f19278..27467, 8,190 of 8,190 frames, port reads 248,415 of 248,415. S31 (a63faa1cf), creator trace over 27 WRAM-equal takes: population of LO (18 of 18 census occurrences), BK (40 of 40), sigma-1 (69 of 69), sigma-2 (39 of 39) and sigma-3 (36 of 36), 30 each; 0 of 2,751 spawns off their ROM position; census owners (3 each): 0x16 → object.moving-platforms, 0x3C → boss.vile-fortress, boss.vile-intro and enemy.oid_11, 0x42 and 0x43 → the terrain of BK, sigma-1 and sigma-3. O2 (df39297d2), O1’s WRAM-equal takes: object.pickups (50; health 82:E590, Sub Tank 81:E653, weapon energy 81:E0CE, drops 84:A384) and object.destructibles (50; blocks 81:9EBC and 87:B542, SE’s glass 0x41 breaking at f4604 and f4987, obstacles 83:BBD2 and 82:9689, scenery 87:BC8B). 4,515 → 5,151 bp, 36 steps; unchanged weights.

  38. On the siteA roadmap that marks what is done, videos in each area and the enemies in action

    Every roadmap row now shows its state: ✓ Done when every step is verified; otherwise, how many steps are verified so far. Inside each area are the short videos of what is already done: 30 of them, 21 moved from the showcase and 9 new, such as the Heart Tanks, Dr. Light’s capsules, the platforms and the game’s ending. The showcase keeps the other 126 videos, the ones the roadmap does not show. The AI contribution page explains how the project works today, with the cartridge’s own code translated to C++, and the contribution kit was updated. On the Enemies page, each of the 16 enemies got a GIF of 1 to 2.5 seconds with one of its actions, an attack or its movement, made by our game replaying recorded games, with every frame matching the original game.

  39. In the gameChecked against the original: the title screen, X’s upgrades, the Ride Armor and the stages that change after bosses

    X1 · Checking against the original game

    A frame from the video where X pilots the Ride Armor, in Chill Penguin’s stage.
    The Ride Armor, which now counts, from a video on the showcase page: X pilots it in Chill Penguin’s stage.

    Everything the checklist asks of the title screen now runs the same as in the original game: starting a new game, typing a password the game accepts and every item of the options menu. In David’s recordings, more things now count too: X’s upgrades (the helmet, the body armour and the arms, including the arm Zero gives X in Sigma’s fortress), the Ride Armor, moving platforms and elevators, and the stages that change after certain bosses: flooded, dark and with frozen lava. Among the weapons, Fire Wave’s energy now counts, and so does what happens when Rolling Shield and Shotgun Ice hit the scenery or, for Rolling Shield, enemy shots. At every one of those moments, the pictures matched the original, except on two frames explained below.

    • Title screen: two new test recordings, with the buttons pressed by a program from the moment the game is switched on, go through every item of the options menu (remapping the buttons, stereo or mono sound, choosing and playing music and sound effects, and exiting) and type the password the game itself produced in one of David’s recordings; the game accepts it. In both, the pictures matched the original on every frame (2,251 of 2,251 and 2,399 of 2,399). For the password to be accepted, the translation was missing 12 of the cartridge’s instructions; they were added.
    • Upgrades and objects: the Ride Armor was checked getting in, piloting and getting out, and the platforms in four kinds of platform and one kind of elevator. With the body armour, the pictures matched on 402 of 403 frames; in the stages that change, on 33,958 of 33,959. The two frames that differ are left to the checklist item that checks the picture.
    • Weapons: Fire Wave uses and recovers energy the same as the original, also when switching weapons, pausing, dying, continuing and when its energy runs out. Rolling Shield and Shotgun Ice react like the original when they hit the scenery, and Rolling Shield destroys enemy shots as in the original.

    The Hadouken does not count yet: in the recordings, X never gets it or uses it. Health, energy and ammo items, breakable blocks and obstacles, and conveyors, currents and water do not count yet either: for each, a part still has to be seen in the recordings or found in the game’s code. Among the weapons, Fire Wave hitting the scenery does not count yet, because the analysis did not tell the normal flame from the charged shot; the other weapons still have parts that never happened in the recordings; and with the X-Buster and Fire Wave the picture does not match yet on some frames. Still open: 55 enemy parts that do not count yet because the case never happened in the recordings, and one frame of Spark Mandrill’s stage where the picture does not match yet; X’s death (dying on spikes and one rare case never happened in the recordings); the fight coming back after X loses to the final Sigma; and, in the fights against Spark Mandrill, Armored Armadillo, Launch Octopus, Boomer Kuwanger and Sting Chameleon, the boss’s arrival.

    Technical details

    R13 (791829b10): power-on tapes by K14's method (make_tape.lua, inputs chosen from the title's RAM): title-options-all (2253 frames; key config items 0-5, stereo/mono, BGM, SE, EXIT) and title-password-accepted (2401 frames; chill-penguin-new-game's password from f17960, accepted at f1776). Intakes (intake_movie.py --ppu mesen2): frame gate 2252 of 2252 and 2400 of 2400, WRAM equal on 2252 of 2252 and 2400 of 2400, pictures exact on 2251 of 2251 and 2399 of 2399. Merge: one dispatch target added (80EE8F → 80EFA4; 12 instructions were lacking, 80:EFA4-80:EFBD), routines 2719 → 2720. Required functions 15, seen in verified movies 15: campaign.title-select (55 bp); unseen and not required: title.cursor_up, option.wrap_to_top, option.hold_repeat. O1 (7883a996f), K5 captures of 22 WRAM-equal whole takes (R10's 21 and R12's): upgrade.helmet (35), upgrade.arms (35), object.ride-armor (70), object.moving-platforms (50; platforms 0x16, 0x3F, 0x48, 0x2B and elevator 0x3D). L29 (3ce0b64b9), O1's KB under L8's residual rule: upgrade.body (35; pictures 402 of 403, residual launch-octopus-auto f4710) and object.stage-changes (50; SC flooded, SM dark, FM frozen; pictures 33,958 of 33,959, residual storm-eagle-and-spark-dark f21065). Open in O1: hadouken (acquisition and use unseen) and destructibles 0x41 unseen; pickups.drops, currents and water not located. W37 (461922eb4): weapon.fire-wave.lifecycle (10), weapon.rolling-shield.interaction (20), weapon.shotgun-ice.interaction (15); weapon.fire-wave.interaction held with every part seen (its +$2B reads are in chargeShot_fire_13 only and the scan did not tell the flame from the charged one); pictures not exact on seen frames: weapon.buster.campaign, weapon.fire-wave.campaign; water: no branch found, not required. 4,140 → 4,515 bp, 10 steps; unchanged weights.

  40. In the gameMore enemies checked: how they attack, how they take and deal damage, and what happens when they are destroyed

    X1 · Checking against the original game

    A frame from the video where X defeats an enemy in Boomer Kuwanger’s stage.
    One of the enemies that now count, from a video on the showcase page: X defeats it in Boomer Kuwanger’s stage.

    In David’s recordings, more parts of 24 enemy families were checked against the original game, and 49 of those parts now count on the checklist. Depending on the enemy, this covers how it attacks (the objects it launches; when it does not attack, the game’s code confirms it), how it takes and deals damage (how much energy it has, how it reacts to the weapons and how much it hurts X on touch) and what happens when it is destroyed (its death, the items it leaves, how it vanishes when it leaves the screen and how it comes back when X returns, without appearing twice). At every one of those moments, the pictures matched the original.

    • Now counted on the checklist: 21 parts about how enemies attack, 17 about how they take and deal damage and 11 about what happens when they are destroyed, across 24 enemy families, from the opening highway to Sigma’s fortress.
    • Final fight: a third recording by David, made between the first attempt and the win, also matched the original on every frame (22,928 of 22,928). In it, X loses once and the fight starts over; then he beats Velguarder and Sigma but loses to the final Sigma, and the recording ends before the fight comes back. It shows again things that already counted and does not change the checklist.
    • X’s deaths: in the recordings, X dies 22 times, from damage, falling into pits and pushed by an object. The death, losing a life, going back to the checkpoint, the game over and the continue matched the original every time they happened. This does not count on the checklist yet; the reason is right below.

    55 enemy parts do not count yet because the case never happened in the recordings. For example: some enemies never appeared on screen at one of the places where the game puts them, and others never left an item when destroyed, never hurt X on touch or were never destroyed. Also, on one frame of Spark Mandrill’s stage the picture does not match yet. X’s death does not count yet either: dying on spikes and one rare case never happened in the recordings. Still open: the title screen, the fight coming back after X loses to the final Sigma and, in the fights against Spark Mandrill, Launch Octopus, Sting Chameleon and Boomer Kuwanger, the boss’s arrival.

    Technical details

    L28 (on E37): 49 candidate steps verified, 324 bp, in 24 families (oid_01, oid_06, oid_0d, oid_10, oid_11, oid_13, oid_17, oid_18, oid_1c, oid_1d, oid_1e, oid_20, oid_30, oid_34, oid_36, oid_3b, oid_3f, oid_40, oid_44, oid_4f, oid_57, oid_59, oid_5b, oid_6a): attack 21 (132 bp), contact 17 (115 bp), lifecycle 11 (77 bp). E37: 39 families over 26 runs (E35’s 23 and the K5 captures of R8, R9 and R12, WRAM equal and pictures exact on every compared frame); E35’s proximity rule; a family judged on the union of its OIDs; oid_10, oid_1c and oid_3f have no finder-3 placement (emitter entries). Open, 55 steps (257 bp): motion 5, attack 10, contact 15, lifecycle 25; oid_37 with a picture not exact at spark-mandrill_1_27368 f16183; visual steps outside this credit (decision 4). R12: agora vai.mmo (sigma-final-attempt-2): frame gate 22,929 of 22,929, WRAM equal on 22,929 of 22,929, pictures exact on 22,928 of 22,928; X defeated at f8680 (encounter restored at f10456) and at f21201, in 0x6B’s fight, with no restore before the end (f22929); no candidate step (decision 3). L27: 22 deaths in the 22 WRAM-equal whole takes (damage_contact 17, damage_hit 1, pit 3, object_7F 1); death sequence 22 (pictures 66 of 66), life lost 16, checkpoint return 16, game over 6, continue 4, all with exact pictures; unseen: spike (CODE_JP_8196D5) and action_restore (CODE_FL_849FB2); player.death stays partial. 3,816 → 4,140 bp, 49 steps; unchanged weights.

  41. In the gameDavid’s recordings fit together from the first stage to the ending, and the pause menu now counts

    X1 · Checking against the original game

    Mega Man X’s stage-select screen.
    The stage-select screen, from a video on the showcase page. Each recording ends here, and the next one starts here.

    David recorded the campaign in several parts. Each recording ends at the stage-select screen, and it is now shown that the next one starts right there, with the same progress a game password would save. So 16 recordings form a single sequence, from the opening stage to the ending, and the campaign’s progression now counts on the checklist. The pause menu now counts too: everything it does appears in the recordings, and the pictures matched the original game at every one of those moments.

    • Now counted on the checklist: the campaign’s progression, with the links between all the stages, from the opening stage to the ending, including the order of the stages in Sigma’s fortress; and the whole pause menu: opening and closing it, moving the cursor, switching weapons, refilling energy with a sub tank and leaving a stage whose boss is already beaten.
    • Title screen: in a recording where David goes through the options and tries passwords, our game matched the original on every frame (13,870 of 13,870). It does not count on the checklist yet; the reason is right below.

    The title screen does not count yet: of its 15 functions, only 7 appeared in the recordings. Still unseen: remapping the buttons, stereo or mono sound, the music and sound-effect tests, an accepted password (every password entered was rejected) and going to the stage select right after GAME START. Starting a new game appears only in a recording whose pictures could not be compared yet. The fight coming back after X loses to the final Sigma has not been seen yet, and in the fights against Spark Mandrill, Launch Octopus, Sting Chameleon and Boomer Kuwanger the boss’s arrival does not count yet.

    Technical details

    L24: 14 recordings joined at the stage select by 13 joins (same cursor $1F7A and the same progress bytes read by the password encoder CODE_FN_80F090, raw bytes equal too); R8 and R9 through the level-12 entry (f424); 16 recordings reached from intro-highway; outside the chain: flame-mammoth-arm-capsule and the 4 auto tours. L20’s 33 links: 21 inside one recording, 10 across joins, 2 by decision 4. L26: 16 pause-menu functions of bank 80 seen in the K5 captures of R10’s 21 WRAM-equal recordings, pictures exact on each one’s frames; pauses in 13 of the 21. R11: title-options-password (David, 13,872 frames): WRAM equal on 13,871 of 13,871, pictures exact on 13,870 of 13,870; title-game-start, title-password and title-option WRAM equal on 2,643 of 2,643, 1,730 of 1,730 and 1,506 of 1,506 frames, pictures stopped at Mesen2’s start state (ppu_gate); 7 of 15 functions seen, not credited. L24 and L26: 3,696 → 3,816 bp, 2 steps; unchanged weights.

  42. In the gameDavid beat the final Sigma, and our game kept up all the way to the credits

    X1 · Checking against the original game

    Storm Eagle arrives, in Storm Eagle’s stage.
    Storm Eagle’s arrival. The full video of this fight now has the game’s sound.

    David beat the last fight against Sigma in the emulator and kept recording to the very end. We replayed that playthrough in our game, which runs the original cartridge’s own code translated to C++: every frame matched the original game, from the fortress’s last stage through the ending and the credits (44,616 of 44,616 frames). An earlier attempt, which he lost after using three sub tanks, also matched on every frame.

    • Now counted on the checklist: the ending, up to the last screen of the credits; the opening scene with Vile and Zero in the first stage; the screens where X gets each of the eight bosses’ weapons; three sub tanks (from Flame Mammoth’s, Storm Eagle’s and Armored Armadillo’s stages), picked up in earlier recordings and used in these; the camera and the route through the fortress’s last stage, from the entrance to the arena; Fire Wave’s normal shot, including when the flame leaves the screen; and Storm Eagle’s arrival.
    • Fight sound: the fights against Chill Penguin, Flame Mammoth, Spark Mandrill, Launch Octopus, Storm Eagle, Sting Chameleon and Boomer Kuwanger now have the original game’s sound. In each one, everything the game read from the sound chip matched the original, from the start to the end of the recorded fight.

    One recorded win does not verify the whole campaign. The links between all the stages still have to be shown, and the fight coming back after X loses to the final Sigma has not been seen yet. The pause menu and the title screen’s options have not been fully checked yet. In the fights against Spark Mandrill, Launch Octopus, Sting Chameleon and Boomer Kuwanger, the boss’s arrival does not count yet: the exact frame where the boss appears still has to be marked. The bosses’ poses and defeat sounds remain open.

    Technical details

    R9 (krl.mmo): WRAM equal on 44,617 of 44,617 frames, pictures exact on 44,616 of 44,616; win at frame 13,897, ending from 23,001, the credits’ last state ($1E49 = $0E) from 36,622 to the end (44,618). R8 (boss.mmo): WRAM 15,997 of 15,997, pictures 15,996 of 15,996; three sub tanks drained. Sound, APU port reads equal (apu_gate): CP 57,503 and FM 52,211 (A16), SM 30,777 (A18), LO 143,462 (A19), SE 51,246 (A20), SC 117,094 (A21), BK 138,997 (A22). L23: the opening in intro-highway (R6), WRAM 15,577 of 15,577, pictures 15,576 of 15,576. L25: the weapon screens of the eight wins, pictures exact on 15,446 of 15,446 frames. L20–L23 and L25: 3,362 → 3,696 bp, 10 steps; unchanged weights.

  43. In the gameMore enemies and stages checked on the complete list

    X1 · Checking against the original game

    The checklist now includes every enemy type in the original cartridge. We checked these new items against the playthroughs already replayed in our game: 26 enemy families appear at the exact place of the original game and move just like it in those playthroughs, and three stages have every enemy in the right place.

    • The three stages with every enemy in the right place are the opening highway, Chill Penguin’s stage and the last stage of Sigma’s fortress.
    • We also settled who owns 39 more objects in the cartridge: which enemy family, boss or game piece each one belongs to. This avoids counting the same thing twice.

    For these new families, each enemy’s attack, contact with X, appearance and end have not been checked yet. Some objects in the cartridge still have no settled owner, and other stages still await the same enemy check.

    Technical details

    L19 on L18’s granular-v3 list: 2,994 → 3,362 bp, 68 steps; unchanged weights. 39 census rows (E35, E36, S30); motion of 26 new families under L15’s placement rule (S30: every placement spawns at its ROM position in a verified run, with WRAM equal); population of intro-highway, chill-penguin and sigma-4.

  44. On the siteSound in the fights against five more bosses

    On the showcase page, the full videos of the fights against Spark Mandrill, Launch Octopus, Storm Eagle, Sting Chameleon and Boomer Kuwanger now have the game’s sound, checked against the original. The attract demo’s weapon menu, Dr. Light’s capsule in Chill Penguin’s stage and the stretch of Spark Mandrill’s stage in the dark also gained sound. The short videos stay silent: click one to open the full video. In the roadmap, a note next to the checklist explains the list revision that added every enemy, and the AI kit carries the new list (version 2026-09-25.3).

  45. In the gameMore enemies checked, all the way to Sigma’s fortress

    X1 · Checking against the original game

    Zero gives X his arm in the first fortress stage.
    Zero gives X his arm in the first fortress stage.

    Recorded playthroughs helped check more behaviours across 12 enemy families: how they move, attack, touch X, and disappear or drop items. Each family has its own checked cases; some situations remain open.

    • We also established which bosses, upgrades or stages more game objects belong to. This avoids counting the same thing twice and makes the remaining checks clearer.
    • The opening pictures of Sigma fortress stages 2, 3 and 4 passed comparison with the original. The gallery now includes moments from these stages, items, enemies and the scene where Zero gives X his arm.

    Checking an opening picture does not verify the entire stage. Enemy behaviours and some object identities still need work. The recordings still do not include a victory in the final fight.

    Technical details

    L15/L16/L17: 2,787 → 3,486 bp, 74 steps; unchanged weights. E35/L15: 59 steps (35 behaviours across 12 families and 24 census rows), not 59 enemy behaviours. E36/L16: 12 more ownership links. V14/L17: three visual anchors in Sigma 2–4. Release total: 94 steps, 1,295 bp.

  46. In the gameA better picture comparison — and two fights with checked sound

    X1 · Checking against the original game

    Flame Mammoth’s entrance; open the fight in the gallery to hear the checked excerpt.
    Flame Mammoth’s entrance; open the fight in the gallery to hear the checked excerpt.

    Most picture differences came from how the original-game reference was captured. Capturing the picture at the same instant used for comparison reduced the total from 1,297 to 38 differing frames out of 497,685 compared.

    • The opening pictures of all eight Maverick stages have now passed their comparison checkpoints. X’s boots capsule and Spark Mandrill’s Heart Tank and Sub Tank could also be confirmed.
    • In the checked Chill Penguin and Flame Mammoth fight excerpts, sound now follows the original without differences. Flame Mammoth’s entrance, including its music, now counts in the checklist too.

    Correcting the reference does not mean every picture in the game is resolved. There are 38 differences left; the sound checks cover these excerpts, not the whole campaign or every boss death sound.

    Technical details

    L12/L11/L13/L14: 2,358 → 2,787 bp, 11 steps. V12: same-clock reference, 25 windows, 1,297 → 38 non-exact pictures. A16: CP 57,503/57,503 and FM 52,211/52,211 sound-chip port reads at the same instruction. The windows do not cover every death sound. CP visuals were already verified before this release.

  47. In the gameMore charged shots and four fight endings checked

    X1 · Checking against the original game

    A stretch of Sigma’s first fortress stage from David’s recordings.
    A stretch of Sigma’s first fortress stage from David’s recordings.

    David’s ten new recordings run in our game with memory matching the original on every frame. They also let us check what happens after four fights in Sigma’s fortress.

    • The exits after Bospider, Rangda Bangda and D-Rex, and the transition from Sigma’s humanoid form to the final fight, have been checked.
    • Charged Buster, Homing Torpedo, Storm Tornado and Rolling Shield shots, plus the normal Boomerang Cutter shot, passed their remaining cases.

    The final fight has not been won. This does not finish every boss attack or every weapon check: Fire Wave and Shotgun Ice still have cases left.

    Technical details

    L9/L10: 2,191 → 2,358 bp, nine steps. B2 supplies boss identities; L9 retains the naming caveat for Bospider and D-Rex. W32 supplies five weapon steps. No completed-campaign credit.

  48. On the siteA new preview and more moments from David’s playthroughs

    The home page has a new 50.7-second montage, still silent, starting at the boss menu and following the order David played. The showcase adds a stages section and all 54 prepared clips from the ten new recordings, grouped into short videos that open longer excerpts. The READY screen is also included. Fifteen full videos in this update have checked sound, including two fights, eight stage excerpts and Zero’s scene. The others remain labelled silent. The checklist, downloads and contribution kit were updated together.

  49. In the gameAll the way to Sigma’s fortress: ten new recordings from David

    X1 · More stages, items and weapons

    X fires a charged Electric Spark at an enemy.
    Charged Electric Spark in a previously published video, captured on September 24.

    David continued his game and brought ten new recordings. Our game replayed all of them with its memory matching the original’s on every frame. The recordings cover Sting Chameleon, Launch Octopus, Storm Eagle and Armored Armadillo, the search for the remaining items and the arm capsule in Flame Mammoth’s stage, and reach all four parts of Sigma’s fortress. The final fight has not been won yet.

    • More routes checked: the camera and traversal of Sting Chameleon, Launch Octopus, Armored Armadillo and the first three parts of Sigma’s fortress now count as verified.
    • Health and bosses: the Heart Tanks in Launch Octopus, Sting Chameleon, Armored Armadillo and Boomer Kuwanger, which increase X’s maximum health, and the end of the Launch Octopus fight have also been checked.
    • Weapons: normal Electric Spark and Rolling Shield shots, and charged Chameleon Sting, Electric Spark and Boomerang Cutter shots, passed the remaining cases for those checklist items.
    • Stages change after bosses: the recordings include flooded Sting Chameleon after Launch Octopus and dark Spark Mandrill after Storm Eagle. In the first part of the fortress, Zero gives X his arm. These scenes were observed, but stage changes and the arm upgrade still have checks left to pass.
    • An original-game bug no longer stops our game: using a Sub Tank with less than 10 health makes the game read a location where nothing responds. We now follow the console’s behaviour and play continues. The original bug is preserved and has been added to a list we have started keeping. A future OPTION MODE setting is planned to enable fixes from that list; original behaviour will remain the default.
    • A way out of the password screen: with the new option enabled, SELECT returns to the title. This is an extra convenience in our game; the original offers no way back.

    Still to do: each new recording has some pictures that differ from the original, despite matching memory on every frame. Sound in these fights still needs checking, several upgrades and stage changes remain pending, and the campaign is not complete. The combined original-bug fixes option is not available yet; the SELECT shortcut passed its automated test, but David still needs to try it. New videos from these recordings will follow in another release.

    Technical details

    X1 checklist: 1,668 → 2,191 bp (16.68 % → 21.91 %), unchanged weights; 22 steps accepted in L8, code 5c76b6895. R7, 5060f62ed: 273,787 frames with matching WRAM across ten recordings. Differing pictures per recording: 33, 158, 34, 23, 3, 45, 26, 1, 31 and 12, in R7 record order. W29 supplies the weapon cases; P50 completed no family and added no credit. K15, 4f7d614be: open-bus reading, preserving B1; D14 list, caa06f29f. M5, de8a55286: SELECT option enabled in live play, disabled in test replays. The image is the earlier Electric Spark capture, 749d8dc04, not an R7 capture.

  50. On the siteUpdated checklist, downloads and contribution context

    The home page and roadmap now show the latest project snapshot. For the details, download the checklist as text or as a data file. The AI contribution kit was updated too, so the page and downloads tell the same story. This release’s game update explains what was checked and what remains open. The gallery videos are unchanged.

  51. On the siteVideos from David’s new recordings and a longer preview

    The Showcase gained 24 short videos from David’s new recordings: X getting the new legs in Dr. Light’s capsule, a Sub Tank in Spark Mandrill’s stage, Boomer Kuwanger’s and Spark Mandrill’s arrival and defeat and, in the Enemies and stage objects section, the lava of Flame Mammoth’s stage and 17 new enemies. Tap a fight to watch it whole, and the capsule or the lava to see a longer stretch; these videos have no sound yet. On the home page, the preview is now one continuous take of 41 seconds, still without sound, across the intro highway and Flame Mammoth’s, Chill Penguin’s, Boomer Kuwanger’s, Spark Mandrill’s and Storm Eagle’s stages. The Watch the version with sound, 3 stages button opens the earlier 34-second preview with the game’s sound.

  52. In the gameDavid’s new recordings: the camera and route of three more stages, a Heart Tank and the end of two fights now match the original

    X1 · Stages, Heart Tank and bosses

    Boomer Kuwanger is defeated.
    Boomer Kuwanger is defeated.

    David recorded a new game, stage by stage, and our game replayed all five recordings with the game’s memory equal to the original’s on every frame: 127,130 frames, about 35 minutes of play. With that, the camera and the route of the intro highway and of Boomer Kuwanger’s and Spark Mandrill’s stages now count as checked, together with the Heart Tank in Chill Penguin’s stage and the end of the fights against Flame Mammoth and Boomer Kuwanger: X loses, tries again and wins, as in the original.

    • Stages: on the intro highway and in Boomer Kuwanger’s and Spark Mandrill’s stages, the camera and the route, from entry to exit, match the original.
    • Heart Tank: in Chill Penguin’s stage, X picks up the Heart Tank and his maximum health grows, as in the original.
    • Bosses: at the end of the fights against Flame Mammoth and Boomer Kuwanger, the boss defeats X, the fight comes back the right way and then X wins, as in the original.

    Still to do: some pictures in these recordings still come out slightly different from the original (at worst, about 2 in every 100), because of colour blending and the timing of some changes in the middle of a screen line. That still holds back items such as the leg-parts capsule and X’s death with the restart. The fights’ sound comes later.

    Technical details

    X1 checklist: 1,447 → 1,668 bp (14.47 % → 16.68 %). Steps that became verified in the game ledger: boss.boomer-kuwanger.outro, boss.flame-mammoth.outro, item.heart.chill-penguin.acceptance, stage.boomer-kuwanger.camera, stage.boomer-kuwanger.traversal, stage.intro-highway.camera, stage.intro-highway.traversal, stage.spark-mandrill.camera, stage.spark-mandrill.traversal. Recordings (WRAM equal on every frame; exact frames in brackets): intro highway 15,577 (15,209 of 15,576); Flame Mammoth with lava 23,047 (23,022 of 23,046); Chill Penguin in a new game 21,068 (21,052 of 21,067); Boomer Kuwanger 40,070 (39,988 of 40,069); Spark Mandrill 27,368 (26,777 of 27,367). Game code bc6596c8e (L7).

  53. In the gameWall slide, wall jump and four more weapons’ shots now match the original

    X1 · Walls and weapons

    X kicks off a wall, in Chill Penguin’s stage.
    X kicks off a wall, in Chill Penguin’s stage.

    X now slides down walls and jumps off them exactly as in the original game, every time it was checked in the recordings of the three stages, on walls on both sides. The normal shots of Homing Torpedo, Chameleon Sting, Storm Tornado and Shotgun Ice now match the original too, fired in both directions, from the moment they leave the weapon until they leave the screen.

    • Walls: X slides down and jumps off walls on both sides, matching the original every time it was checked in the three stages.
    • Weapons: the normal shots of Homing Torpedo, Chameleon Sting, Storm Tornado and Shotgun Ice, to the left and to the right, match the original from start until they leave the screen.

    Still to do: walking, jumping and dashing wait for a full check of every case, which is being done now with our own recorded tests. The other four weapons’ shots have not yet been seen leaving the screen on the left. The upgrade capsules never appear in the recordings.

    Technical details

    X1 checklist: 1,307 → 1,447 bp (13.07 % → 14.47 %). Steps that became verified in the game ledger: player.wall.coverage, weapon.chameleon-sting.normal, weapon.homing-torpedo.normal, weapon.shotgun-ice.normal, weapon.storm-tornado.normal. Game code 2f42f5d0f (L6).

  54. On the siteUpdates as a timeline, videos of the menus and the preview with sound

    The Updates page is now a timeline: each update is a date on the line, with a different colour and shape for the game and for the site. Tap a date to open the whole update; the newest one starts open, and the All, In the game and On the site filters stay. The Showcase gained the Menus and screens section, with nine videos: the pause menu, the stage select with the eight bosses and the screens that appear when the console is switched on, from the Capcom logo to the attract demo. These videos have no sound yet; the sound comes in a later update. On the home page, the preview no longer shows the life bar, which slid in and out of the frame when X jumped, and it gained a Watch with sound button: the preview larger and with the game’s sound, except for one short stretch that is still silent.

  55. On the siteA preview on the home page and new videos of moves, charged weapons and bosses

    The home page now opens with a 34-second preview: X crossing the three stages already checked frame by frame, still without sound. The Showcase gained the eight special weapons with their charged shot, new moves (wall kick, wall slide, ladder and jumping out of a dash), interactions such as damage, items, the Ride Armor and boss doors, and the arrival and defeat of Chill Penguin, Storm Eagle and Flame Mammoth. Tap a boss to watch the whole fight; the fights’ sound comes in the next update. Eight enemy cards gained a video from the recorded playthrough. And the new Enemies and stage objects section gathers the enemies and objects seen in those recordings, including those without a card yet.

  56. In the gameStorm Eagle and Flame Mammoth stages checked along the recorded route

    X1 · Storm Eagle and Flame Mammoth

    We ran the recorded playthroughs of the Storm Eagle and Flame Mammoth stages in our game, which uses the original cartridge’s own code translated to C++, and compared every frame with the original game. The game’s memory was identical on every frame of both recordings (21,058 of 21,058 for Storm Eagle and 30,150 of 30,150 for Flame Mammoth), and the picture was identical on 21,056 of 21,057 and 30,148 of 30,149 frames. As a result, the checklist now counts the camera and the route through both stages along the recorded path, each stage’s Heart Tank, the turret enemy in Storm Eagle’s stage, the enemy that rushes along the ground in Flame Mammoth’s stage (Rush Roader, in both of its variants), two of that stage’s hazards (the conveyor belt and the lava drip), and the Chill Penguin stage’s visuals.

    • Before: the camera and route of the Storm Eagle and Flame Mammoth stages were not yet verified in the checklist.
    • Now: in both stages, the camera and the route follow the original code from start to end of each recording.
    • Now: in both stages, picking up the Heart Tank raises X’s maximum health and the item disappears, just as in the original game.
    • Now: the turret in Storm Eagle’s stage moves, attacks and reacts to contact through the original code, as far as the recording shows.
    • Now: in Flame Mammoth’s stage, the Rush Roader (both variants), the conveyor belt and the lava drip run on the original code and were checked in the recording.
    • Now: the Chill Penguin stage’s visuals were checked along the recorded route and at the stage’s starting point.

    Still to do: the bosses’ full sets of attacks, each weapon’s damage, dying and retrying, the parts of the stages the recordings never showed, and the stages of the other five bosses, the opening stage and Sigma’s stages. For the turret and the Rush Roader, only what the recordings show was checked; the turret’s life cycle, look and sound remain open.

    Technical details

    ROM-first mode (megaman-x.exe --rom-first). The memory compared is the SNES WRAM, and the picture was compared pixel by pixel. The only differing frame in each recording is in the stage intro (12 and 11 pixels of one line), consistent with a known limit of the LakeSnes video core.

  57. On the siteAn easier site to understand

    We rewrote the site’s text in everyday language, in Portuguese and English; technical terms now sit inside “Technical details”. The Showcase page now shows short, light videos that loop on their own; tap one to see the full recording, with sound. And this Updates page now also lists what is new on the site.

  58. On the site13 new videos of X’s weapons and moves

    13 new videos: each of X’s weapons defeating an enemy (the X-Buster, the charged shot and the eight special weapons), plus walking, jumping and dashing. All with sound, and every frame matches the original game.

  59. In the gameChill Penguin now runs on the game's own code

    X1 · Chill Penguin

    X fires on a snowy slope of the Chill Penguin stage, near two of the stage enemies.
    A picture from our game running the original code in the Chill Penguin stage. This frame is identical to the original game’s.

    Our game gained a new mode that runs the original Mega Man X cartridge’s own code, translated to C++. In it, we replayed David’s playthrough of the Chill Penguin stage and compared every frame with the original game: the game’s memory was identical on all 19,009 frames, and the picture was identical on 19,006 of 19,008. This matters because the game is no longer imitated from videos: it follows the same rules as the cartridge, including slowdown at the same moments as the original.

    • Before: our engine recreated the stage by hand, with rules measured from recordings, and only the start of the route had been checked.
    • Now: in this mode, the stage camera and route follow the original code throughout the recording.
    • Now: the three enemies found only in this stage (Walker, Snow Shooter and the snowball) move, attack and react to contact through the original code.

    Still to do: crediting the checklist’s sound steps (the sound already runs from the original code in that mode, but those steps are not credited yet); the boots capsule, which never appears in this recording and so is unverified; the full Chill Penguin fight (every attack, each weapon’s damage, the sounds, defeat and retry); the picture check from the stage’s starting point, not yet done in that mode; all of the stage’s terrain, placed enemies and transitions; and the other stages. The mode that runs the original code is still separate from the game’s normal mode.

    Technical details

    ROM-first mode: the program is generated automatically from the game’s ROM and runs inside our executable; the picture is drawn by the LakeSnes video core.

  60. On the siteNew videos on five enemy cards

    The Walker, Axe Max, Snow Shooter, snowball and bat cards gained new videos, recorded in the Chill Penguin stage, with the game’s sound where the segment has sound.

  61. On the siteFirst community contributions accepted

    Two contributions sent by the community were accepted into the project’s public code. On the AI page, completed tasks now link to the accepted work.

  62. On the siteVideos and pictures inside the checklist

    Checklist items on the roadmap now show the artwork and videos we already have for each enemy, weapon or move. A picture illustrates the item; on its own, it does not prove the behavior is finished.

  63. On the siteDetailed X1 checklist and enemy videos

    The roadmap gained an item-by-item checklist of everything needed to finish X1, which can also be downloaded. The bat, Walker and Axe Max cards gained short behavior videos, with captions that follow each action.

  64. On the siteNew Updates page

    Every page gained an Updates link, with the date of each game milestone.

  65. In the gameCloser to downloading and playing

    X1 · Getting ready to play

    We checked a test version in a fresh folder: the game started and ran segments of Chill Penguin and Storm Eagle. This prepares game distribution; the campaign is still in development.

    • Before: the game still needed testing after extracting its files into a fresh folder.
    • Now: it starts from that folder and runs segments of two stages in testing.

    This is not yet a downloadable release: manual menu review and other parts of the campaign are still outstanding.

  66. On the siteRandom task picker on the AI page

    The AI page gained a picker that chooses a useful task for your AI, and the roadmap started showing X1’s status in five expandable groups.

  67. On the siteCorrect Flame Mammoth picture in the catalog

    The Flame Mammoth card now shows a real frame of the boss instead of a four-pose collage. The blue robot from the opening stage now has a single card.

  68. On the siteProject code open on GitHub

    The project’s code became public on GitHub under the MIT license, and the site gained a step-by-step guide for anyone who wants to propose improvements.

  69. On the siteAI page and smoother videos

    The AI page was born, with a downloadable pack and ready-made tasks for anyone who wants to help using an AI. The home page became shorter, the roadmap got its own page and the videos moved to 60 frames per second.

  70. In the gameWhat was already verified in the first progress report

    X1 · First verified parts

    The first progress report brought together checks of four parts supporting the game: stage files, control settings, saving, and the organization of bosses and rewards. Here is exactly what was checked.

    • Stages: files for all 13 X1 stages are registered and can be found by the game. This does not yet prove every stage is complete.
    • Controls: saving keyboard and gamepad settings, remapping buttons and rejecting conflicting combinations.
    • Saving: writing and reading progress and weapons, separate save slots, starting a new campaign and entering passwords.
    • Bosses and rewards: a catalog of the eight main bosses with their stages, weapon rewards and weaknesses, plus the four Sigma stages. The fights still need work.

    These are foundations of the game: it does not mean all 13 stages or every boss are finished.

  71. On the siteEnglish site, trilogy roadmap and first videos

    The site gained an English version, a roadmap for X1, X2 and X3 with the planned extra modes, and a gallery with four real clips of our game: walking and jumping, dashing, the X-Buster and Homing Torpedo.

  72. On the siteEnemy catalog and guides to help

    Each enemy got a card with a real picture, what already works and what is missing. Guides arrived too, on helping with code, research, art, music and tests.

  73. On the siteThe project site went live

    The site’s first version, with the roadmap, the X1 checklist and a contact for anyone who wants to help.

See current status in the roadmap →