Omega (Original Zero)
MegaMan Zero 3 (GBA) & MegaMan ZX (NDS)
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UPDATES LOG:
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Update from October 23, 2007
Released: December 25, 2007
Version 4

	- New character select Portrait.

	- A few missing frames/sprites added:
	  * Missed frame in the intro where Omega grows his hair.
	  * Missed frame of Omega's double shot sequence.
	  * Model Ox getting hit sprites added.

	- Player now uses injured animation when low on health.
	  CPU AI Omega does not make use of this.

	- Shadow Omega now selectable via separated .def file.
	  This gives you more options for palettes if neccessary.
	  New portrait + sound file included for Shadow Omega.

	- Now have the option to use CPU AI only Omega by
	  highlighting Omega on character select screen.
	  Hold start, and press a key.

	- CPU AI variable system updated. Now automatically
	  activated as an opponent in Arcade mode, despite
	  what palettes are used to activate CPU AI Omega.

	- CPU AI Omega Zero uses 7-Slash Sabre Dash at max range now.

	- CPU AI Omega Zero can now go off screen during
	  arcade mode matches. This stays true to being a
	  boss type for the MegaMan games. While the player
	  controlling him stays on screen.

	- 7-Slash Sabre Combo fixed to be more accurate.
	  Fast animation used, to be accurate with the games.
	  invisible boundaries against opponent added during
	  7-Slash for accuracy, but weren't really neccessary.

	- Reverse Ultimate Combo attack fixed/changed. You
	  must now keep tapping sabre attack button to continue
	  slashing at the opponent.

	- CPU AI Omega Zero's getting hit states changed back
	  to the accurate hit/autoguard states that of the game.

	- Player turning left/right now more accurate to the games.
	  Able to turn left/right even when jumping up in the air.

	- Player getting hit states & animations fixed.
	  Player can still get thrown by an opponent.

	- Short invincibility shine time after getting hit
	  returned for the player, as well as for the CPU.

	- You can now hold down during air Sabre slash, or
	  air spinning sabre slash to keep the sabre out.

	- Player death sound updated to MegaMan ZX's player
	  explosion sound.

	- Charged Sabre falling boulders attack fixed. Now they
	  only hit opponents who are not in a get hit state.
	  This applies to other smaller projectile attacks.
	  * On a related note, the falling boulders now range
	    from Omega's current position, to the range of
	    his charged sabre, instead of completely random.

	- White aura shadow fixed/updated. Now instantly grows
	  after Omega Zero's intro, at the beginning of the match. 
	  This stays accurate with the game's appearance.

	- All projectiles transparency + afterimage effects
	  removed. This applies to the sabre as well, which 
	  makes them stay true to the games appearance.
	  * Shadow Omega Zero still uses transparencies
	    & afterimages for projectiles & sabre slashes.
	    Including a modified dark aura for effect.

	- New CPU Death KO. Much like how the bosses explode
	  in MegaMan ZX, including transparency effects.

	- You can press [F1] to KO player controlled Omega,
	  but you can't press [F1] against CPU AI Omega Zero. 

	- Rapid Fire option can be enabeld/disabled through
	  override.cns. When enabled, you can tap X during
	  sabre spinning, or tap Y to shoot 3 projectiles
	  at a time. Due to broken infinites, it has been
	  disabled. DO NOT ABUSE THIS FEATURE!

	- Small rock/stone particles added to max charged
	  sabre slash on the ground, like in the games.

	- More player control tweaking.

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Update from April 2, 2007
Released: October 23, 2007
Version 3

	- Shadow Omega brought back, by popular request.

	- 5 Combo Sabre Slash removed. No real use of it.
	  However, I've added a Down + X move for a short range
	  blade attack. It was one of the animations I had used
	  for the 5 slash combo.

	- White aura shadow now grows/shrinks as it
	  does in the games, along with twitching.

	- AI system updated. Player should be unable to 
	  'accidently' activate CPU mode during play.

	- Charged Sabre attack now works at green lvl1 charge.

	- Rising Sabre fixed. Third frame now hits opponents.

	- Hyper Mode now limited to time instead of power.
	  Does not automatically increase your power to level 3.
	  NOTE: Also limited/fixed to once per round, and
		power must be at level 3 to activate.

	- By request, corrected 7-hit combo animation and
	  states to match that of being accurate with the game.
	  * Also fixed to require 1 super bar for the player.

	- Hit States now more flexable, via Mugen's universal standards.
	  In other words, He can be thrown, & put into custom states.
	  This makes him less cheap than he already is. Not to mention
	  now being able to cancel his attacks easily by hitting him.
	  This was requested by a number of people.

	- Mini Spinning Slash Blades now form a half 'O' shape
	  movement instead of forming a half 'V' shape movement. 
	  * Attack activation also fixed. Double Jump required.
	    This bug had previously lead to some known infinites.

	- Autoturn disabled. Player is able to turn left or right
	  any time. This makes Omega Zero's game play more authentic
	  to the original platforming style.

	- A few other sprites, & animations updated.
	  * Accurate animation timings from MMZX fixed.

	- Giant Mettaur Drop now slightly more avoidable.

	- You now have to hold x+y+z when powering up to
	  activate hyper mode. Release x+y+z after obtaining
	  the blue aura for Hyper Mode.
	  * NOTE: Hypoer Mode = Limited Shadow Omega Mode.

	- Taunt button now enables/disables standing upright.

	- Secret Move/Easter Egg hints added in ReadMe file.

	- Reverse Ultimate Combo attack limited. Now Cancels
	  after first animation if no succesful contact is made.
	  * (See Easter Egg Section on how to activate it)

	- Super Beam blaster sprite changed/replaced.
	  * (See Easter Egg Section on how to activate it)

	- Some other minor bug fixes.

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Update from February 14, 2007
Released: April 2, 2007
Version 2

	- Power bar enabled.

	- Back dashing enabled.

	- Icon portrait updated/fixed.

	- Getting hit states improved.

	- New win pose animation added.

	- Light beam recovery move updated/fixed.

	- Boulders from Charged Sabre now attackable with projectiles.

	- CPU AI system improved, & more accurate to the original.

	- Shadow Omega option removed. Replaced with hyper mode.
	  Increases your power to level 3 for a short while.

	- Giant Metttaur drop, super move finisher added.

	- Enabled the 20-hit super combo that was disabled
	  from the first release. Mainly an easter egg move.

	- GBA sound quality updated to clear DS quality.

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Released: February 14, 2007
Version 1

	- Initial first public release.

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