Glitches in Mega Man Battle Network 2: Difference between revisions

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=== Octon Balloon crash ===
=== Octon Balloon crash ===
[[File:MMBN2-Octon-crash-glitch.gif]]
[[File:MMBN2-Octon-crash-glitch.gif]]</br>
The Octon's balloon stores a reference to the object that spawned it. The Octon gets deleted and dimming Navi attack (in this case, ProtoMan) takes its place in memory. The battle ends because all enemies have 0 HP, so the balloon deletes itself. One of the things it does on delete is remove the parent's reference to it. At this point, ProtoMan has already taken its place so this balloon overwrites part of ProtoMan's memory. The part it overwrites is ProtoMan's reference to the offset it needs to write to when its done so now the screen-dim goes on forever waiting for ProtoMan to say he's done.
The Octon's balloon stores a reference to the object that spawned it. The Octon gets deleted and dimming Navi attack (in this case, ProtoMan) takes its place in memory. The battle ends because all enemies have 0 HP, so the balloon deletes itself. One of the things it does on delete is remove the parent's reference to it. At this point, ProtoMan has already taken its place so this balloon overwrites part of ProtoMan's memory. The part it overwrites is ProtoMan's reference to the offset it needs to write to when its done so now the screen-dim goes on forever waiting for ProtoMan to say he's done.
{| class="wikitable"
!colspan="2"|Applies to:
|-
|Japanese v1.0||?
|-
|Japanese v1.1||?
|-
|North American Beta||?
|-
|North American v1.0||Yes
|-
|European v1.0||?
|}


[[Category:Game Glitches]] [[Category:Mega Man Battle Network 2]]
[[Category:Game Glitches]] [[Category:Mega Man Battle Network 2]]

Revision as of 04:56, 8 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 2.

Major glitches

Folder2/Folder3 in NetBattle glitch

In the initial release of Battle Network Rockman EXE 2, a glitch appears where chips in the second or third Folder can be lost in a linked NetBattle.

When a NetBattle is lost, the game picks a random chip out of all chips the player has, excluding the ones in their Folders. However, in the original version of Rockman EXE 2, does not exclude the chips in Folder2 and Folder3, only excluding the ones in Folder1. Due to this, a chip in either of those Folders has a chance of being forfeit to the opponent. If the player has no other copies of that particular chip in their Pack, the chip will remain in the Folder until it is taken out, at which point it will vanish after closing the Folder editor.

This glitch was fixed in the Japanese 1.1 version of Rockman EXE 2.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 No
North American Beta ?
North American v1.0 ?
European v1.0 ?

TreeBomb and Prism oversight

Throwing a TreeBomb chip into the same panel where a Prism chip lies will have the TreeBomb continuously hitting the Prism, until the Wood Tower rises up. This can basically delete any enemy.

In later versions, TreeBomb will disappear when it hits Prism, dealing 1 hit.

Applies to:
Japanese v1.0 Yes
Japanese v1.1 ?
North American Beta ?
North American v1.0 No
European v1.0 ?

Minor glitches

FreezeMan MagLine displacement glitch

When fighting FreezeMan, while he is encased in ice, use MagLine to move him up or down. This causes his hitbox to be displaced from his sprite. FreezeMan's own hitbox is moved to the new panel, but is invulnerable while he is encased in ice. However, the ice barrier hitbox remains on the original panel and can be broken by damaging the now seemingly empty panel.

After displacing FreezeMan this way, it is not possible to move him with MagLine again without breaking the ice first. If FreezeMan is moved by MagLine while he is not encased in ice, no issues occur.

Applies to:
Japanese v1.0 ?
Japanese v1.1 ?
North American Beta ?
North American v1.0 Yes
European v1.0 ?

Flappy AI glitch

In the final version, Flappy almost always does a ground pound after its second jump. However, its AI is bugged; the amount of times Flappy jumps before doing a ground pound was actually supposed to be much more variable; anywhere between 1 and 5 times, on average 3 times. The game stores the ground pound chances in an 8-bit array, but due to a mistake on the programmer's part, this chance is loaded as a 32-bit integer. This causes it to overflow and always be 100% after the second jump.

Flappy appears again in Mega Man Battle Network 5 with the new name Powie. In that game, this glitch was "fixed" by simply never letting Powie jump more than twice; however, it introduces another glitch which reduces the chance of it only jumping once to near zero!

What should be happening:
Jumps Chance to ground pound
1 1/8 (12.5%)
2 1/8 (12.5%)
3 5/8 (62.5%)
4 7/8 (87.5%)
5 8/8 (100%)
What is actually happening:
Jumps Chance to ground pound
1 1/8 (12.5%)
2 263688/8 (32961%)
Applies to:
Japanese v1.0 ?
Japanese v1.1 ?
North American Beta ?
North American v1.0 Yes
European v1.0 ?

Kotobuki Elevator menu glitch

In the Kotobuki apartment, when all but one floor has been unlocked, the cursor in the elevator menu behaves erratically under specific circumstances. When the bottom left option in the menu is selected, and the player presses Left on the D-pad, the rightmost option (Quit) should be selected. However, in the Japanese versions, the second-to-last option (i.e. the highest available floor) is selected instead.

This glitch persists in the North American beta ROM, but was caught and fixed for its final release.

Applies to:
Japanese v1.0 ?
Japanese v1.1 Yes
North American Beta Yes
North American v1.0 No
European v1.0 ?

KnightMan Records Layer error

MMBN2 KnightMan records layer glitch.png

After defeating Real Bass, when the player's record versus KnightMan is shown, the layering on his sprite is incorrect: the Royal Wrecking Ball appears behind his foot instead of in front.

Applies to:
Japanese v1.0 ?
Japanese v1.1 ?
North American Beta ?
North American v1.0 ?
European v1.0 ?

Purple Mystery Data out-of-bounds

This section is under construction.
The information may not be complete or 100% accurate.
Can be done in Under Koto

Octon Balloon crash

MMBN2-Octon-crash-glitch.gif
The Octon's balloon stores a reference to the object that spawned it. The Octon gets deleted and dimming Navi attack (in this case, ProtoMan) takes its place in memory. The battle ends because all enemies have 0 HP, so the balloon deletes itself. One of the things it does on delete is remove the parent's reference to it. At this point, ProtoMan has already taken its place so this balloon overwrites part of ProtoMan's memory. The part it overwrites is ProtoMan's reference to the offset it needs to write to when its done so now the screen-dim goes on forever waiting for ProtoMan to say he's done.

Applies to:
Japanese v1.0 ?
Japanese v1.1 ?
North American Beta ?
North American v1.0 Yes
European v1.0 ?