Mega Man X8
| Developers | |
|---|---|
| Capcom | |
| Release dates | |
| Windows | March 10, 2005 |
| Taxonomy | |
| Monetization | One-time game purchase |
| Modes | Singleplayer |
| Pacing | Real-time |
| Perspectives | Scrolling, Side view, Third-person |
| Controls | Direct control |
| Genres | Action, Platform |
| Vehicles | Hovercraft, Robot |
| Art styles | Anime |
| Themes | Sci-fi |
| Series | Mega Man X |
| ⤏ Go to series page | |
| Subseries of Mega Man | |
| Mega Man X | 1995 |
| Mega Man X3 | 1997 |
| Rockman X Math Whirlwind | 1998 |
| Mega Man X4 | 1998 |
| Mega Man X5 | 2002 |
| Mega Man X6 | 2003 |
| Rockman X7 | 2004 |
| Mega Man X8 | 2005 |
| Mega Man X Legacy Collection | 2018 |
| Mega Man X Legacy Collection 2 | 2018 |
| Rockman X Dive | 2021 |
| Mega Man X Dive Offline | 2023 |
Mega Man X8 (also known as Rockman X8 in Japan) is a sci-fi anime action platform game developed by Capcom Production Studio 1 and published by Capcom. It is the eighth mainline installment in the Mega Man X series, which returns to the series its roots of 2D side view-scrolling run-and-gun gameplay after Mega Man X7 was panned by critics and players alike for its awkward transition into 3D.
The original game was released for the PlayStation 2 on December 7, 2004 in North America before it was later released in Europe on February 11, 2005, and in Japan on March 10, 2005. Unlike the PC port of Rockman X7, this port was developed in-house by Capcom. The PC port runs at higher resolutions, features 3D positional audio, dual audio voice-over tracks in certain releases, and a few bugfixes compared to the North American PlayStation 2 release. It is, however, limited in terms of video settings while lacking some visual effects and details from the PlayStation 2 version. The PC version of Mega Man X8 was never released in North America.
The PlayStation 2 version served as the basis for the port of Mega Man X8 featured in Mega Man X Legacy Collection 2.
Availability
- Some releases of the game are sold on one or two discs in certain regions. The two-disc versions supports multiple languages whereas the single-disc versions does not.
Demos
- A demo is available here. The demo only supports English and Japanese.
Game data
Configuration file(s) location
| System | Location |
|---|---|
| Windows | <path-to-game>\systemdata.wss[Note 1] |
Save game data location
| System | Location |
|---|---|
| Windows | <path-to-game>\gamedata.wss[Note 1] |
- Five save slots are available.
Video
| Graphics feature | State | WSGF | Notes |
|---|---|---|---|
| Widescreen resolution | 4:3 resolutions only with the exception of 1280x1024. See the WSGF entry for widescreen hacks, however, hacking non-4:3 resolutions causes visual glitches and other side-effects. See Increase rendering resolution. | ||
| Multi-monitor | |||
| Ultra-widescreen | |||
| 4K Ultra HD | See Increase rendering resolution. | ||
| Field of view (FOV) | |||
| Windowed | |||
| Borderless fullscreen windowed | Use dgVoodoo 2. | ||
| Anisotropic filtering (AF) | Can be through the GPU's control panel or dgVoodoo 2. | ||
| Anti-aliasing (AA) | Can be through the GPU's control panel. For SGSSAA, see Anti-aliasing (AA). | ||
| High-fidelity upscaling | See the glossary page for potential workarounds. | ||
| Vertical sync (Vsync) | See the glossary page for potential workarounds. | ||
| 60 FPS | |||
| 120+ FPS | Framerate is capped at 60 FPS. | ||
| High dynamic range display (HDR) | |||
| Color blind mode | See the glossary page for potential workarounds. | ||
Increase rendering resolution
| Use dgVoodoo 2[1] |
|---|
|
Anti-aliasing (AA)
- SGSSAA significantly improve the overall image clarity moreso than dgVoodoo2.
- Forced anti-aliasing via GPU control panel is incompatible with Direct3D wrappers such as dgVoodoo2 or d3d8to9 in Fullscreen mode for this game.
| Force SGSSAA via Nvidia Profile Inspector[2] |
|---|
|
Input
| Keyboard and mouse | State | Notes |
|---|---|---|
| Remapping | Player movement keys are bound to ↑↓←→, answering navigator calls is bound to Space ␣, and menu keys are bound to ↵ Enter and Esc, which cannot be remapped.[3] | |
| Mouse sensitivity | ||
| Mouse acceleration | Mouse is not used in gameplay. | |
| Mouse input in menus | ||
| Keyboard and mouse prompts | ||
| Mouse Y-axis inversion | ||
| Touchscreen support | ||
| Controller | ||
| Controller support | Uses DirectInput. | |
| Full controller support | Remapping controller bindings requires pressing Tab ↹ in the Controls settings to switch between keyboard and controller inputs. | |
| Controller remapping | Player movement is bound to the left stick and cannot be remapped. Confirm is also bound to the Dash button and Cancel is bound to the Jump button.[4] | |
| Controller sensitivity | ||
| Controller Y-axis inversion |
| Controller types |
|---|
| XInput-compatible controllers | The game does not work D-pad or analog triggers due to using DirectInput. See Controller support for a workaround. | |
|---|---|---|
| Xbox button prompts | ||
| Impulse Trigger support |
| DirectInput-compatible controllers |
|---|
| PlayStation controllers | DualShock 4, DualSense The game does not work D-pad or analog triggers due to using DirectInput.[5] |
|
|---|---|---|
| PlayStation button prompts | ||
| Motion sensors support | ||
| Light bar support | ||
| Adaptive trigger support | ||
| DualSense haptic feedback support | ||
| Connection modes | Wired, Wireless (Bluetooth) [5] |
|
| Nintendo controllers |
|---|
| Other controller(s) | ||
|---|---|---|
| Additional button prompts | Keyboard prompts only. |
| Additional information | ||
|---|---|---|
| Controller hotplugging | ||
| Input prompt override | ||
| Haptic feedback | ||
| Digital movement support | ||
| Simultaneous controller+KB/M |
Controller support
- Xidi and Hookshot can translate XInput calls into DirectInput, haptic feedback support, and enable controller hotplugging for this game.
- Xidi only supports Windows 10 and 11.[6]
| Launch the game by using Xidi and Hookshot[7] |
|---|
[Mapper] Type = MegaManX8 [CustomMapper:MegaManX8] Template = DigitalGamepad ; A / B / X / Y buttons ButtonA = Button(3) ButtonB = Button(4) ButtonX = Button(1) ButtonY = Button(2) ; Start / Back buttons ButtonBack = Button(11) ButtonStart = Button(12) ; LS / RS buttons ButtonLS = Button(9) ButtonRS = Button(10) ; PS2 stick weapon selection StickRightX = Split( Button(6), Button(5) ) |
Audio
| Audio feature | State | Notes |
|---|---|---|
| Separate volume controls | Silders for background music and sound effects. | |
| Surround sound | Dolby Pro Logic II surround sound support from the PlayStation 2 version has been replaced by 3D Sound in the PC version. | |
| Subtitles | ||
| Closed captions | ||
| Mute on focus lost | Game pauses when out of focus but not the audio. | |
| Royalty free audio | The game's opening cinematic contains licensed music by Janne Da Arc's "Wild Fang". |
Localizations
- Language selected during installation changes the options available in-game.
| Language | UI | Audio | Sub | Notes |
|---|---|---|---|---|
| English | ||||
| Traditional Chinese | ||||
| French | ||||
| German | ||||
| Italian | ||||
| Japanese | ||||
| Korean | ||||
| Russian | Fan translation by «DK team» | |||
| Spanish | ||||
| Brazilian Portuguese | Fan translation by Tribo Gamer / BR Traduções / Trans Center; download. |
Other information
API
| Technical specs | Supported | Notes |
|---|---|---|
| Direct3D | 8.1 |
| Executable | 32-bit | 64-bit | Notes |
|---|---|---|---|
| Windows |
Middleware
| Middleware | Notes | |
|---|---|---|
| Audio | DirectSound3D | May require DirectSound 3D restoration software. |
System requirements
| Windows | ||||
|---|---|---|---|---|
| Minimum | Recommended | |||
| Operating system (OS) | 98 | ME, 2000, XP | ||
| Processor (CPU) | Intel Pentium III 1.0 GHz AMD Athlon 1.0 GHz | Intel Pentium 4 2.0 GHz AMD Athlon XP 2000+ |
||
| System memory (RAM) | 128 MB | 256 MB | ||
| Storage drive (HDD/SSD) | 1 GB | 1.6 GB | ||
| Video card (GPU) | 64 MB of VRAM DirectX 8.1 compatible | 128 MB of VRAM | ||
Notes
- ↑ 1.0 1.1 When running this game without elevated privileges (Run as administrator option), write operations against a location below
%PROGRAMFILES%,%PROGRAMDATA%, or%WINDIR%might be redirected to%LOCALAPPDATA%\VirtualStoreon Windows Vista and later (more details).
References
- ↑ Verified by User:AmethystViper on 2021-12-09
- Tested with dgVoodoo 2 v2.77
- ↑ Verified by User:AmethystViper on 2021-08-06
- See this comparison.
- ↑ Verified by User:AmethystViper on 2021-12-09
- ↑ Verified by User:AmethystViper on 2021-07-05
- ↑ 5.0 5.1 Verified by User:AmethystViper on 2025-06-25
- Tested with a V2 DualShock 4 and a mid-release DualSense Controller via wired USB connection.
- ↑ Xidi: DirectInput interface for XInput controllers - Github - last accessed on 2021-12-10
- ↑ Verified by User:AmethystViper on 2021-12-09
- Tested with Xidi v3.1.0 and Hookshot v.1.2.0 with an Xbox One controller via USB.