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MMBN Custom Battle Guide


Welcome to the first rewrite of the Custom Battle Guide for Mega Man Battle Network (the first game)
We know eager fans love the extra challenge and making your own custom battles fulfills that desire.

To follow this guide, you need VisualBoyAdvance (VBA) and a backup of the game. I do not condone piracy, but if you somehow already have a copy, follow along.

To create a battle, the easiest way is to overwrite a freefight from the game. I will choose the ProtoMan battle since its the most accessible, repeatable freefight. You can download a save and state save for use with the US version of the game which is already at this part.

Download Battle Network 1 saves

You should be at this dialog. Before you accept the offer, the battle must be customized first.

Using VBA’s Memory Viewer window, the following steps will allow you to make temporary changes. Any changes you made will be lost when the emulator is closed. The changes can be made permanent if the same steps are followed using a hex editor such as HxD (recommended).

Go to the following offset depending on your version.

AREE US
080856D8

AREP EU
08085824

AREJ JP
08085434

That offset controls the settings and will be called Battle Settings. Settings because they control variables about the battle, but not the opponents or player.

The default values are:
3C B3 00 08 00 00 00 00 07 07 00

The settings format is documented below. Use this to interpret what each byte means in the format and how to reconstruct it.

0x00  Object Setup Pointer (4 bytes)
0x04  Optional Folder Pointer (4 bytes)
0x08  Background
0x09  Battle Mode
0x0A  Folder Order

0x00 Object Setup Pointer

This is the pointer to the Object Setup data which contains data on where the enemies appear and which kind. With this, you can create a battle in free space, and load it through here.
Default varies by version.

0x04 Optional Folder Pointer

By default, this is all zeroes. You can enter a pointer to premade folder data in the game. This is used by the tutorial battles which require you to use a certain folder for the battle. Since this is optional, leaving at all zeroes will have it use your current folder.
Default is: 00 00 00 00

0x08 Background

In this game, the background you choose is also directly tied with the type of stage that is used. Purely decorative purpose. The full list is below.
Default is: 07

00 = NumberMan Stage BG
01 = FireMan Stage BG
02 = IceMan Stage BG
03 = ColorMan Stage BG
04 = ElecMan Stage BG
05 = WWW Stage BG
06 = Internet Area BG
07 = Generic Area BG
08 = Lan's HP BG
09 = Mayl's HP BG
0A = Yai's HP BG
0B = Dex's HP BG
0C = Dr. Hikari's HP BG
0D = Sal's HP BG
0E = Miyu's HP BG
0F = Masa's HP BG
10 = Life Virus BG

Download all backgrounds.

0x09 Battle Mode

Finally, the Battle Mode. This lets you pick what kind of battle it is such as a tutorial. In this game, music is tied with the battle mode. Full value list below.
Default is: 07

00 = Normal Battle
01 = Tutorial 1
02 = Tutorial 2
03 = Normal Battle (no results)
04 = Tutorial 3
05 = Invincible ElecMan Battle
06 = Life Virus Battle
07 = Normal Boss Battle
08 = Save Game

Note about the Invincible ElecMan battle. If you have this value and fight the Invincible ElecMan from the enemy list, the battle will end after a while as it is a story event.

To load any track from the game, leave the value on its default and go to the following offset depending on your version.

AREE US
080059FD
AREP EU
08005A09
AREJ JP
080059ED

The 0F value means it plays the Boss Battle Theme. All the music values are listed below.

00 = Title Screen
01 = ACDC Theme
02 = Indoors Theme
03 = Mysterious Theme
04 = Event Occurrence
05 = Transmission
06 = FireMan Stage
07 = NumberMan Stage
08 = Internet Theme
09 = Sad Theme
0A = IceMan Stage
0B = ColorMan Stage
0C = ElecMan Stage
0D = Dr. Wily Area
0E = Virus Battle Theme
0F = Boss Battle Theme
10 = Life Virus Theme
11 = Winner Theme
12 = Game Over
13 = Credits Theme
14 = School Theme
15 = Loser Theme
16 = Waterworks Room
17 = No Music

0x0A Folder Order

The Folder Order byte changes how your folder appears in battle. This byte only works if you are using an optional folder. As 00, your folder appears in order. If the value is 01, the folder appears randomized.
Default is: 00

0x18 Allow Running

The Escape chip allows you to run away from battles. If this value is 00, you can run away, otherwise you can’t.
Default is: 01

That covers settings moving on to the actual enemies, refer to the pointer at 0x00. This will be called Object Setup data can be found at 0800B33C. Enter that into the Memory Viewer and move on.
Default values are: 65 05 02 00 FF

Setting up enemy data, you must follow the format, which is documented below.

0x00  Enemy Value
0x01  X-Position
0x02  Y-Position
0x03  Unknown

The format is repeated for every enemy you want to add. The game stops reading more enemies at FF so adding FF after an entry ends the battle at that many enemies. You can have a maximum of 7 enemies at once, which is the most allowed in any Battle Network game. There are some restrictions: after 4 enemies, HPs for the 5th, 6th, and 7th won’t show up and Navi chips won’t work at 7 enemies. Also, you cannot change where MegaMan starts in this game.

0x00 Enemy Value

This value determines which enemy you encounter. The full list is below.

00 = Megaman
01 = Mettaur 1
02 = Mettaur 2
03 = Mettaur 3
04 = Cannondumb 1
05 = Cannondumb 2
06 = Cannondumb 3
07 = Vulgear
08 = Vatgear
09 = Vulgear (unused)
0A = Spooky 1
0B = Spooky 2
0C = Spooky 3
0D = Beetank 1
0E = Beetank 2
0F = Beetank 3
10 = Handy 1
11 = Handy 2
12 = Handy 3
13 = Flappy 1
14 = Flappy 2
15 = Flappy 3
16 = Floshell 1
17 = Floshell 2
18 = Floshell 3
19 = HardHead 1
1A = HardHead 2
1B = HardHead 3
1C = Swordy 1
1D = Swordy 2
1E = Swordy 3
1F = Fishy 1
20 = Fishy 2
21 = Fishy 1
22 = Piranha 1
23 = Piranha 2
24 = Piranha 3
25 = Aqua Puffy
26 = Heat Puffy
27 = White Dot
28 = ColdBear
29 = ColdBear 2
2A = ColdBear 3
2B = Cloudy 1
2C = Cloudy 2
2D = Cloudy 3
2E = Ratty 1
2F = Ratty 2
30 = Ratty 3
31 = Miney 1
32 = Miney 2
33 = Miney 3
34 = Ammonicule 1
35 = Ammonicule 2
36 = Ammonicule 3
37 = Jelly
38 = HeatJelly
39 = EarthJelly
3A = Gaia 1
3B = Gaia 2
3C = Gaia 3
3D = Popper 1
3E = Popper 2
3F = Popper 3
40 = Satella 1
41 = Satella 2
42 = Satalla 3
43 = Fanner 1
44 = Fanner 2
45 = Fanner 3
46 = Remobit 1
47 = Remobit 2
48 = Remobit 3
49 = Billy
4A = Silly
4B = Killy
4C = Prog 1
4D = Prog 2
4E = Prog 3
4F = Megalian A
50 = Megalian H
51 = Megalian W
52 = CanDevil 1
53 = CanDevil 2
54 = CanDevil 3
55 = BigSnake 1
56 = BigSnake 2
57 = BigSnake 3
58 = Mosqurito 1
59 = Mosqurito 2
5A = Mosqurito 3
5B = Poitton 1
5C = Poitton 2
5D = Poitton 3
5E = Mole
5F = White Dot
60 = GutsMan V1
61 = GutsMan V2
62 = GutsMan V3
63 = ProtoMan V1
64 = ProtoMan V2
65 = ProtoMan V3
66 = WoodMan V1
67 = WoodMan V2
68 = WoodMan V3
69 = FireMan V1
6A = FireMan V2
6B = FireMan V3
6C = NumberMan V1
6D = NumberMan V2
6E = NumberMan V3
6F = StoneMan V1
70 = StoneMan V2
71 = StoneMan V3
72 = IceMan V1
73 = IceMan V2
74 = IceMan V3
75 = SkullMan V1
76 = SkullMan V2
77 = SkullMan V3
78 = ColorMan V1
79 = ColorMan V2
7A = ColorMan V3
7B = BombMan V1
7C = BombMan V2
7D = BombMan V3
7E = SharkMan V1
7F = SharkMan V2
80 = SharkMan V3
81 = ElecMan V1
82 = ElecMan V2
83 = ElecMan V3
84 = PharaohMan V1
85 = PharaohMan V2
86 = PharaohMan V3
87 = ShadowMan V1
88 = ShadowMan V2
89 = ShadowMan V3
8A = White Dot
8B = White Dot
8C = White Dot
8D = MagicMan V1
8E = MagicMan V2
8F = MagicMan V3
90 = Bass
91 = White Dot
92 = White Dot
93 = Life Virus
94 = Blue Color Dummy V1
95 = Red Color Dummy V1
96 = Blue Color Dummy V2
97 = Red Color Dummy V2
98 = Blue Color Dummy V3
99 = Red Color Dummy V3
9A = Invincible ElecMan
9B = SharkMan Fin V1
9C = SharkMan Fin V2
9D = SharkMan Fin V3
9E = SharkMan Fin V3
9F = SharkMan Fin V3
A0 = SharkMan Fin V3

A few things to note (starting from the top):
You can’t fight another MegaMan. The game assumes multiplayer battles and since there is no other player, the other MegaMan has 0 HP and is instantly deleted.
There are Volgear and Fishy clones. These are leftover or filler third versions.
For the Candevil virus, its candle will always appear on the farthest panel behind the virus. If the virus overlaps the candle, it can’t go over it again assuming you placed it on the back column.
For ColorMan to function, you must place the 2 color dummies somewhere on the battlefield.
The invincible ElecMan should be used with the appropriate battle mode which will make the battle quit as it is unwinnable.

0x01 X-Position

This second byte specifies the X-position of the enemy. Values represent whole panels on rows. Use the table below.

[01][02][03][04][05][06]

0x02 Y-Position

Combine this byte with the previous byte to place the enemy on any panel on the field. Values represent whole panels on columns. Use the table below.

[01]
[02]
[03]

0x03 Unknown

It is unknown what this values does. It is still part of the format, so it must remain.

 

And that concludes the MegaMan Battle Network Custom Battle Guide. This covers the basics in terms of possibilities.
Here is a sample video demonstrating the possibilities.

Discussion topic on the TREZ Forums