Glitches in Mega Man Battle Network 5: Difference between revisions

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Value 01:
Value 01:
1, 257, 513, 769, 1025, 1281, 1537, 1793, 2049, 2305, 2561, 2817, or 3073
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.'''
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:
Value 02:
2, 258, 514, 770, 1026, 1282, 1538, 1794, 2050, 2306, 2562, 2818, or 3074
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.  
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.  





Revision as of 00:57, 18 May 2015

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

Post-Liberation Mission Warp glitch

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 incorrectly addressing both values achieving the same result.. [1]

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 ?

Meddy Twin Liberation glitch

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

Minor glitches

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:
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 ?

References