Hi there, guys, I'm new around here and I had been modifying N-mario's omega zero. After sending him my modifications...
Well when I PM'd him...
[...]
And about omega, can I post my modifications to see what people think about it? 
[...]
Do what you want with it.
English is not my native language, so if you find any mistake, you're free to criticize me (constructive criticism please).
whatever
So this is my overhaul to his Omega Zero.
Spoiler: shot (click to see content)
Spoiler: shot woriah! (click to see content)
Spoiler: Charged sabre (click to see content)
Spoiler: wall sabre (click to see content)
Spoiler: HyperSplash (click to see content)
Spoiler: Tp1 (click to see content)
Spoiler: Tp2 (click to see content)
Spoiler: Fire (click to see content)
Spoiler: "Giant metool" (click to see content)
Spoiler: Oops :o (click to see content)
Hmm, maybe I shouldn't have posted the latest one...
Anyways I hope you can see all the images... otherwise I guess I'll have to upload a video.
This is the changelog, well what I think is the most important, a full changelog will go with the Char.
Spoiler: Changelog (click to see content)
-Found out that actions 910 and 911 and their sprites are unused, at least my searches confirm that they are just smaller versions of the dashing waves that are already in 110 and 111
-I'll also delete some unused sprites...
-Deleted Sprites:
Group 500 (all from 0 to 112)
-added actions 3000,3001,333,337 to omega inarabita's air file.
-Updated the readme file.
-finished the omega transformation (just need some retouches)
it works completely with all patches, (omega inarabitta still uses the giant metool)
however, the life restriction applies anyways (51% of HP).
the mechanics are actually the same, (everything is the same way it was before excepting the animation effects).
-Intro and ending Animated cutscenes added to sprite.SFF.
-Added GameMode feature. I hope var(12) will be OK.
This is the description shown as it can be found on Override.cns
;=========================================================================================================================
;-------------------------------------------------------------------------------------------------------------------------
; GameMode
; NOTE: This is only for Omega Zero, NOT Shadow nor Inarabita patches.
; DO NOT ABUSE THIS FEATURE.
;--------------------------------------------------
; 1 Easy.-
; Player.-
; Be like the CPU (the way it was in normal mode):
; No Energy Costs at all (E-bar always full) but you can't access most supers like Super Omega Mode.
; CPU.-
; CPU is weaker: can be put into custom states, needs energy to heal
; and can be F1 Ko'ed (just hold it pressed, but I think I made it weaker enough.)
; 2 Normal.-
; Player.-
; Normal Gameplay, access to all abilities, fair energy cost to some abilities, as it used to be always.
; CPU.-
; CPU is Normal, it still works the same way it does in the Megaman/Rockman games being as accurate as possible.
; "it's as tough as it should be, after all, Omega is a final game Boss".
; 3 Hard.-
; Player.-
; Hard Gameplay, access to all abilities, but healing has some energy cost,
; your damage is reduced, and also your HP.
; CPU.-
; CPU AI is now Insane/broken since it heals slightly more often, supers are harder to stop and now can
; access some player super abilities
;
;Clearly, the most "stable" mode is Normal mode since it efforts to be accurate to the original game
;however, for a "different" gaming experience you may choose as you like
;-------------------------------------------------------------------------------------------------------------------------
-finally worked the Aerial Version of the Reverse Ultimate Raging Omega Slash Combo.
This move doesn't pretend to replace the older one, it's just a variant that triggers if your enemy is an annoying flying
fool. The move command is still the same but requires p2 to be higher than a normal double jump
(the teleporting part was quite a pain but now I think it won't fail me!)
-if this move is to work with Omega Inarabita, his AIR file must be updated, adding actions 3000,3001,333,337
-Reworked the light beam recovery, now it works as if the energy bar were Omega's SubTank, draining 33 energy
per every 14HP healed (17 if in Super Omega MOde).
There is no healing without energy, but also there's no energy spent when life is full,
so the beam works like both Rockman Zero and ZX for the player(I think you guess what I mean).
CPU heals more than player does (21 HP) and for free, Shadow Omega healing is also free, but only 13HP,
20 if life <= lifemax*0.3.
An important detail is the healing speed, Shadow omega heals faster because I kept the time%5 for him, however
Omega and OInarabitta heal at a %7 rate which seems to be the actual speed I've heard in rockman ZX. that gives
us a difference in the final quantity.
So this is the final analysis
Old OmegaZ New OmegaZ
PLayer 1730-1940=210hp 1730-1870=140hp && 3000-2670=330Energy
CPU 1730-1940=210hp 1730-1940=210hp (CPU's still the same)
Shadow 1550-1870=320hp 1550-1758=208hp && if life <= 30%: 1550-1870=320hp(dude, this one had quite an insane healing!)
Besides of all this, I had also been thinking about adding higher resolution sprites (I have a program that can resize images giving a "super eagle mode" look so it would look the same way it looked in the Visual Boy Advance emulator.) However that would mean going through all the 857 sprites omega has right now.
http://www.youtube.com/watch?v=xS_vxSvAZik
Well, download and test as much as you want!
http://www.mediafire.com/file/miwzznywzze/Omega_Zero.rar
http://www.mediafire.com/file/0ojimmmrmwm/Omega_Zero_My_ChangeLog.txt
http://www.mediafire.com/file/z5juy0nkkda/OmegaZ-cInarabita.rar
http://www.mediafire.com/file/dmu0n5wwmdn/Shadow-OmegaZ.rar
What I want right now is feedback, see if there's any interest or I better stop wasting my time with MUGEN and leave.