Glitches in Mega Man Battle Network Legacy Collection
From The Rockman EXE Zone Wiki
| This section is under construction. |
| The information may not be complete or 100% accurate. |
This page is a list of glitches that appear in Mega Man Battle Network Legacy Collection and are not in their original GBA game counterparts.
Mega Man Battle Network 3
Missing Hospital Comp Hint
Appears in the English language setting; in Hospital Comp 5, a Mr. Prog dialogue has a blank space instead of the correct hint that uses “I”. Correct hint (from GBA version) “I” shaped weed… … … I’d forgotten…”
This is due to the text using [“エ”] in its place, which is similar to the I shape in-game. However, エ character cannot be used with the English font, thus it just creates a blank space.
MomQuake Serenade crash
If the MomQuake Program Advance is used in a play session and its animation to drop every single rock is completed, then if the Serenade Chip is used afterwards in the same play session, the game will crash. Serenade will still crash if used in a different battle from MomQuake, as long as the game has not been reset.
This is likely due to MomQuake accidentally creating a parent pointer that loads the pointer to Serenade’s attack. On the GBA, it can write into the ROM so it won’t do anything. But on the LC it’ll clear that pointer causing Serenade to crash. This issue can be fixed simply by resetting the game.
Volume 2
These are glitches that appear in multiple games in Volume 2 (Battle Network 4, 5, 6).
Missing Marathon Battle Number
In marathon battles, the “1” number graphic for Battle 1 does not appear. Battle 2 and later still appears. However, Battle 1 does appear in BN6's Virus Battler fights.
Appears in Battle Network 5 and Battle Network 6. In the Navi Customizer: If you scroll all the way down to where RUN is visible and highlight any part above it, then scroll up using L, the bottom part will have its text be lit up even though it's not highlighted.
Disappearing Trade Chain Chip glitch
This glitch is fixed in the February 10, 2026 update.
Specific chip and code can be obtained in a Trade Chain sequence in BN5 and BN6. For the Legacy Collection, during the Network trade menu, they’ve made it so these chips will not appear in the pack when attempted to be traded. This includes copies of the chip code obtained outside of the Trade Chain, such as from the Chip Trader or other side quests.
If a player has a Trade Chain chip in their pack in BN5 or BN6; when BN4 is booted up and enter a chip trade or a Real Battle, the next time BN5 or BN6 is booted up, the Trade Chain chips in those games will disappear. If the game is saved in this state, the chips are gone forever.
If the game has not been saved yet: enter a chip menu, then select the Return to Title Screen. The chips will be back the next time the pack is opened.
This occurs due to the new LC system removing the chips during trading and returning them after chip trading, a Real Battle, or when the pack accessed again. But due to BN4 not having any Trade Chain sequences, they neglected to add the returning function. This results in the other games being affected.
Affected chips in BN5:
- NrthWind *
- GrabRvng F
- VDoll T
- AntiDmg *
Affected chips in BN6:
- DublShot C
- HiBoomer V
- GrabRvng I
- BigBomb O
Mega Man Battle Network 4
BattleChip Pack Order
In the English language setting of the Legacy Collection, the Download Chips are placed in unconventional spots when the Pack is ordered in ABCD order.
- PrixPowr being placed with chips starting with G.
- Duo being placed with chips starting with P.
In Legacy Collection, you can manually choose where to save a received Navi in the Waiting Room. At the start of a story tournament, when deciding the tournament bracket, the game will scan the Waiting Room left to right, then top to bottom for opposite version Navis. However, it will stop when a slot is encountered that has never been used before. As a result, a Navi in the Waiting Room may not show up in story tournaments if there are any never-used slots before that Navi's slot.
In the GBA version, the Navi will appear in the story tournament even if there's never-used slots before it.
| Entry 1 | Entry 2 |
| Entry 3 | Entry 4 |
| Entry 5 | Entry 6 |
| Entry 7 |
ShadeMan Bats glitch
| This section is under construction. |
| The information may not be complete or 100% accurate. |
| Fixed in later updates? |
There are unintended interactions with the ShadeMan boss that weren’t present in the original GBA version.
In GBA, ShadeMan puffs out 3 smoke clouds when he summons 3 bats in GBA. In LC, ShadeMan puffs out 4 clouds when he summons 3 bats in LC. There is a mistake in the original GBA’s code where the game reads 1 more set of coordinates The game starts on the panel above ShadeMan and then reads pairs of signed bytes from the table and adds to the location of the last smoke. Normally in GBA, when it reaches the unintended entry, it adds up to an invalid panel and is ignored. But on the LC, this mistake appears and takes an extra panel for consideration.
Due to this, the bats that ShadeManΩ becomes when he’s hit are also bugged. This causes a glitch that when he’s hit as a bat on the top row, he’ll continuously get struck by an attack’s collision.
ShadeMan picks panels to spawn bats using the same function as the smokes. ShadeMan picks a random panel to turn into a bat and travel to. He sets his speeds based on a table based on the distance to the panel he's traveling to. On the LC, this bug happens when ShadeMan picks a new panel to travel to. The table of speeds only has values for the panels directly around him 1 panel away. So if he picks the new panel that is 2 panels away, his speed gets set to really high invalid values. ShadeMan's panel also get set to really high invalid values and random memory gets read as panel collision indexes.
Mega Man Battle Network 5
Chapter 3 non-functioning NPCs
| This section is under construction. |
| The information may not be complete or 100% accurate. |
| Fixed in later updates? |
During the start of Chapter 3, interacting with NPCs or objects in certain areas can cause various map events to fail to start correctly.
- Talking to MagnetMan/KnightMan's battle image data in Oran Area 1 causes the boss battle to not start and causes MagnetMan/KnightMan to become non-interactible.
- Picking up a GMD can cause it to not disappear (but it cannot be picked up again).
- Talking to a regular NPC can cause that NPC to being non-interactible.
The effects of the glitch are fixed temporarily upon reloading the map and don't have lasting effects. Progressing the story fixes the glitch permanently.
Unite Button error
A non-functioning Unite button on the Custom Screen is now present from the very start of the game, even when MegaMan doesn't access to Double Soul yet. This non-functioning Unite button also appears for Team Navi Custom Screens.
Mega Man Battle Network 6
Heady Loop glitch
These is a chance of when Heady attacks, its head will disappear and become stuck in a loop rushing down the row.
This is due to a read to BIOS for the code that spawns the head object. It’s safe if it reads values between 0-5, but if it reads something greater than that it starts to read invalid entities in certain tables that cause issues similar to this. On GBA, it always reads 4 because of how reads to BIOS are handled. On LC, something in the code writes a value greater than 6.