Glitches in Mega Man Battle Network 5: Difference between revisions

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==== Double HP Loss glitch ====
==== Double HP Loss glitch ====
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.  
As an extension to the karma glitch; 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.  


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Revision as of 22:54, 7 October 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 glitch

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

  • 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 cutscenes that might take you out of bounds. This does not progress the game as story flags are triggered through a sequenced set of cutscenes. However, some areas can be accessed before the game allows it.

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:
GBA Japanese v1.0 Yes (Fixed in VC)
GBA North American v1.0 No
GBA 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 oversight

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 would go, the liberation will still be treated as a Twin Liberation. Also, no Order Points will be used.

Applies to:
GBA Japanese v1.0 Yes
GBA North American v1.0 No
GBA 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 Karma glitch

If you run away from the battle, any karma you would gain or loss would be doubled. 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:
GBA Japanese v1.0 Yes
GBA North American v1.0 No
GBA European v1.0 ?
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 No
Double Team DS European v1.0 ?

Double HP Loss glitch

As an extension to the karma glitch; 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.

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

AntiRecovery Cut In crash

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:
GBA Japanese v1.0 Yes
GBA North American v1.0 No
GBA European v1.0 ?
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 No
Double Team DS European v1.0 ?

A Button PowerAttack Carryover glitch

There is a period where the charge of an A PowerAttack can be passed on to any chip:

  • 1st method: Release the charge while it is being buffered (i.e. so the attack won't launch until MegaMan finishes moving), then immediately open the Custom Screen. Select any chip (even dimming chips) and that new chip will be used in the next chance MegaMan gets to launch a chip. The chip will obtain the added ability of that A PowerAttack.
  • 2nd method: Hold the charge and open the Custom Screen, select any chip (even dimming chips). Upon closing the Custom Screen, there is a frame perfect timing where the chip can be use and it will obtain the added ability of that A PowerAttack.

This works with any A PowerAttack that increases the attack power x2. If the ability is passed onto a DarkChip, the attack will glitch up as Souls cannot use DarkChips.

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

Minor glitches

Command Code errors

Satelity error

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

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

CrossDivide error

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

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

Powie AI glitch

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:
GBA Japanese v1.0 ?
GBA North American v1.0 Yes
GBA European v1.0 ?
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 ?
Double Team DS European v1.0 ?

Unpredictable SoulCleaner glitch

SoulCleaner is supposed to only take effect when you can't run 100% of the time from an encounter, which is based on your Navi’s base maximum HP, excluding NaviCust Parts and Mod Cards. Due to a programming error, the game will use the remainder of the navi's HP when divided by 256 when comparing against the area's HP requirement for 100% run rate.

This ends up being advantageous to the player as the maximum possible value used in the run rate comparison is 255, which means that the bonus will trigger in areas with an HP threshold greater than 256, which includes all areas except ACDC Area, Oran Area, Main Comps, and some early game small comps.

Applies to:
GBA Japanese v1.0 ?
GBA North American v1.0 Yes
GBA 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 glitch

By picking up certain purple mystery datas in a specific position, 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 Double Team DS, using an Unlocker does not change your position like it does in the GBA game, thus preventing this glitch.

Oran Area 1 PMD

EXE5 Oran Area 1 out of bounds glitch.gif

By picking up the purple mystery data in Oran Area 1 from the south side, you can walk out-of-bounds.

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.

Applies to:
GBA Japanese v1.0 Yes
GBA North American v1.0 No
GBA 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

ACDC Area 2 PMD

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. For ACDC Area 2, it's possible to get the OldKey Key Item before the story asks to get it.

Applies to:
GBA Japanese v1.0 Yes
GBA North American v1.0 Yes
GBA 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

End Area 3 PMD

This section is under construction.
The information may not be complete or 100% accurate.
Add End Area 3 PMD

BassCross Overlay oversight

There are situations where the BassCross MegaMan overlay with glitch up:

Navi Change & Unite error

If BassCross MegaMan Double Souls the turn he swaps in after a Navi Change, a blue BassCross overlay will be placed on top of the Double Soul.

Applies to:
GBA Japanese v1.0 Yes
GBA North American v1.0 No
GBA European v1.0 ?

AntiSword error

When BassCross MegaMan uses AntiSword, the sprite’s animation will not line up.

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

KnightMan Support glitch

For KnightMan’s Party Battle System support ability: If the opponent cuts in a damaging chip as you are about to use a chip that changes the area advantage, not only will the damaging chip would deal no damage to the active Navi, KnightMan would not lose any HP either.

Applies to:
GBA Japanese v1.0 ---
GBA North American v1.0 ---
GBA European v1.0 ---
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 Yes
Double Team DS European v1.0 ?

FactoryComp4 Clip

In the FactoryComp4, right before CosmoMan; if MegaMan is standing right where the gate was and the gate is put back up, he will be pushed past the cutscene marker. MegaMan is able to talk to the CosmoMan NPC, resulting in freezing the game. This is fixed in later versions with more event blocks being implemented.

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

ArmChange Unite glitch

If MegaMan is in Colonel Soul and you perform Arm Change with your Regular Chip, you will be unable to Chaos Unison with a Dark Chip, if that chip takes up the 2nd slot in the Custom Screen.

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

NumberMan Capsule glitch

If Meddy Soul’s Capsule chips are used with the NumberMan chip, instead of the status it should apply, the status will be changed depending on the roll of the die.

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

ChipRecovery Karma glitch

This can occur in a Network Duel and if MegaMan is equips a Mod Card with the ChipRecovery ability. If MegaMan is non-Evil (470 or higher Karma), when the opponent uses a dimming chip, you can attempt to cut in with dimming Evil chip. Non-Evil is unable to use the Evil chip, but he will still heal with ChipRecovery from the attempt to use it. It can be used multiple times in that dimming period.

Applies to:
GBA Japanese v1.0 Yes
GBA North American v1.0 No
GBA European v1.0 ?

References