Glitches in Mega Man Battle Network 5: Difference between revisions

From The Rockman EXE Zone Wiki

Line 106: Line 106:


===AntiRecovery Cut In===
===AntiRecovery Cut In===
If you have an Anti Recovery chip trap active and the opponent attempts a [[Screen Dimming Cut In|Cut In]], then you cut in another trap chip; the game will freeze.
If you have an Anti Recovery chip trap active and the opponent attempts a [[Screen Dimming Cut In|Cut In]] with a dimming recovery chip (for example, Roll), then you cut in another trap chip; the battle will freeze.


This glitch was somewhat fixed in English versions of BN4 but has somehow returned in Japanese BN5. In English BN5, the cut in order works as intended.  
This glitch was somewhat fixed in English versions of BN4 but has somehow returned in Japanese BN5. In English BN5, the cut in order works as intended.  

Revision as of 00:38, 15 September 2022

This section is under construction.
The information may not be complete or 100% accurate.
TODO: Add more glitches.

This page is a list of glitches that appear in Mega Man Battle Network 5.

Major glitches

Liberation Warp

This glitch occurs if MegaMan's maximum HP (including NaviCust and Mods). If you quit or complete a Liberation Mission, you will be automatically warped depending on the ending HP value in hex.

  • Value 01: 1, 257, 513, 769, 1025, 1281, 1537, 1793, 2049, 2305, 2561, 2817, or 3073
    MegaMan will be jacked out, but will not appear next to the PET icon. You will no longer be able to jack in, thus cannot progress more into the game. This is a game-breaking glitch that would require you to start a New Game or load a previous save.
  • Value 02: 2, 258, 514, 770, 1026, 1282, 1538, 1794, 2050, 2306, 2562, 2818, or 3074
    MegaMan will warp to the last exact location the game considered MegaMan jacking out. This includes cut-scenes that might take you out of bounds. This does progress the game as flags are triggered through a sequenced set of cut-scenes.

This glitch was officially acknowledged by Capcom, but they incorrectly state both sets of values yield the same result.[1]

In the Wii U Virtual Console rereleases of the game, this glitch was fixed.

Applies to:
Team of Blues Japanese v1.0 Yes (GBA only)
Team of Colonel Japanese v1.0 Yes (GBA only)
Team ProtoMan North American v1.0 No
Team Colonel North American v1.0 No
Team ProtoMan European v1.0 ?
Team Colonel European v1.0 ?
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 ?
Double Team DS European v1.0 ?

Meddy Twin Liberation

Select "No" when Meddy asks if you'd like to activate Twin Liberation. Now, if a team member clears a panel opposite to her like a Twin Liberation, the liberation will still be treated as a Twin Liberation.

Applies to:
Team of Blues Japanese v1.0 Yes
Team ProtoMan North American v1.0 No
Team ProtoMan European v1.0 No
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 No
Double Team DS European v1.0 No

Double HP Loss

Normally, if you use a DarkChip during battle, or your DarkSoul activates at 0 HP, then you lose 1 HP after the battle. However, in the Japanese GBA version of the game, if you run away from the battle, your HP and karma are deducted twice. This happens because the game accidentally calls the function that applies DarkChip penalties two times: once at the end of the "successfully ran away" message, and once after the screen fades to black. In the English version of the games, this was fixed by removing the function call at the end of the message.

Applies to:
Team of Blues Japanese v1.0 Yes
Team of Colonel Japanese v1.0 Yes
Team ProtoMan North American v1.0 No
Team Colonel North American v1.0 ?
Team ProtoMan European v1.0 ?
Team Colonel European v1.0 ?
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 No
Double Team DS European v1.0 ?

BugStop Mod Cards

If you run a BugStop in the NaviCustomizer, it will also stop bugs caused by Mod Cards, but only the ones that causes battle effects. This will reflect in the Mod Cards ability screen. Disadvantageous effects such as HP reduction will still occur.

Applies to:
Team of Blues Japanese v1.0 Yes
Team of Colonel Japanese v1.0 Yes
Team ProtoMan North American v1.0 No
Team Colonel North American v1.0 No
Team ProtoMan European v1.0 ?
Team Colonel European v1.0 ?
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 ?
Double Team DS European v1.0 ?

AntiRecovery Cut In

If you have an Anti Recovery chip trap active and the opponent attempts a Cut In with a dimming recovery chip (for example, Roll), then you cut in another trap chip; the battle will freeze.

This glitch was somewhat fixed in English versions of BN4 but has somehow returned in Japanese BN5. In English BN5, the cut in order works as intended.

Applies to:
Team of Blues Japanese v1.0 Yes
Team of Colonel Japanese v1.0 Yes
Team ProtoMan North American v1.0 No
Team Colonel North American v1.0 No
Team ProtoMan European v1.0 ?
Team Colonel European v1.0 ?
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 No
Double Team DS European v1.0 ?

Minor glitches

Satelity Command Input

If you press A + B to to select Satelity attack location, a command input sound goes off. However, no additional effect is added to Satelity.

Applies to:
Team of Blues Japanese v1.0 Yes
Team ProtoMan North American v1.0 Yes
Team ProtoMan European v1.0 Yes
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 ?
Double Team DS European v1.0 ?

CrossDivide Command Input

If you press Left + B before Colonel attacks, a command input sound goes off. However, no additional effect is added to CrossDivide.

Applies to:
Team of Colonel Japanese v1.0 Yes
Team Colonel North American v1.0 No
Team Colonel European v1.0 ?
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 ?
Double Team DS European v1.0 ?

Powie AI

In the final version, Powie never jumps more than two times before doing a ground pound. This behavior is carried over from Mega Man Battle Network 2, where it is actually caused by a glitch. However, this game introduces a new AI glitch: it's actually supposed to attack after one jump 20% of the time, but it only does so under extremely rare circumstances.

This glitch is caused by the way the game determines whether Powie should attack after its first jump. The game does this by generating a random number r and using the SDK function for division, which calculates both division and modulo result. However, the game then uses the division result (r / 5) which has 429496729 possible values, instead of the modulo result (r % 5) which has 5 possible values.

What should be happening:
Jumps Chance to ground pound
1 1/5 (20%)
2 1/1 (100%)
What is actually happening:
Jumps Chance to ground pound
1 5/2147483648 (~0.00%)
2 1/1 (100%)
Applies to:
Team of Blues Japanese v1.0 ?
Team of Colonel Japanese v1.0 ?
Team ProtoMan North American v1.0 ?
Team Colonel North American v1.0 Yes
Team ProtoMan European v1.0 ?
Team Colonel European v1.0 ?
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 ?
Double Team DS European v1.0 ?

Unpredictable SoulCleaner

It's unpredictable whether you will get the SoulClean bonus or not. It still depends on your HP and the area you are in, but it's completely arbitrary. That said, you have a higher chance of getting the boost if you fight viruses in lategame/postgame areas (Nebula Area works best).

Applies to:
Team of Blues Japanese v1.0 ?
Team of Colonel Japanese v1.0 ?
Team ProtoMan North American v1.0 ?
Team Colonel North American v1.0 Yes
Team ProtoMan European v1.0 ?
Team Colonel European v1.0 ?
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 ?
Double Team DS European v1.0 ?

Purple Mystery Data out-of-bounds

EXE5 Oran Area 1 out of bounds glitch.gif

By picking up the purple mystery data in Oran Area 1 from the south side, it is possible to move out of bounds by walking south after the text finishes. The player can move around freely out-of-bounds; continuously walking in one direction eventually results in the player entering an invisible copy of the map, with no objects.

In the international releases of the game, the purple mystery data was moved slightly so that picking it up from the south side no longer clips you through the wall. In Double Team DS, the purple mystery data is back in its original spot, but using an Unlocker does not change your position like it does in the GBA game, thus also preventing this glitch.

Applies to:
Team of Blues Japanese v1.0 Yes
Team of Colonel Japanese v1.0 Yes
Team ProtoMan North American v1.0 No
Team Colonel North American v1.0 No
Team ProtoMan European v1.0 No
Team Colonel European v1.0 No
DS Twin Leaders Japanese v1.0 No
Double Team DS North American v1.0 No
Double Team DS European v1.0 No

It is also possible to clip out of bounds using the purple mystery data in ACDC Area 2 and End Area 3, but this requires more precise movement after using the Unlocker. These particular PMDs however, are not moved in the international releases.

Applies to:
Team of Blues Japanese v1.0 Yes
Team of Colonel Japanese v1.0 Yes
Team ProtoMan North American v1.0 Yes
Team Colonel North American v1.0 Yes
Team ProtoMan European v1.0 Yes
Team Colonel European v1.0 Yes
DS Twin Leaders Japanese v1.0 No
Double Team DS North American v1.0 No
Double Team DS European v1.0 No

References