Glitches in Mega Man Battle Network 4: Difference between revisions

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== Major glitches ==
== Major glitches ==


=== WoodMan scenario freeze ===
=== WoodMan scenario slowdown ===
During [[WoodMan]]'s scenario in the second tournament of the game, the player must navigate [[Park Area]] in order to reach WoodMan, who is in [[Park Area 3]], while Wood Towers are extruding from the path. If the player enters a menu or battle in this area, the game will slow to a halt upon returning to the map if the game is played on an original Nintendo DS. It does not occur on other hardware such as original GBA, Nintendo DS Lite, Game Boy Player and Wii U. If the game is left running for a while, it will eventually return to full speed again. This glitch exists in every cartridge version of the game, and is one of the few Nintendo DS compatibility problems officially acknowledged by Nintendo.<ref>https://www.nintendo.com/consumer/systems/gameboy/trouble_specificgame.jsp#megaman</ref>
During [[WoodMan]]'s scenario in the second tournament of the game, the player must navigate [[Park Area]] in order to reach WoodMan, who is in [[Park Area 3]], while Wood Towers are extruding from the path. If the player enters a menu or battle in this area, the game will slow to a halt upon returning to the map if the game is played on an original Nintendo DS. It does not occur on other hardware such as original GBA, Nintendo DS Lite, Game Boy Player and Wii U. If the game is left running for a while, it will eventually return to full speed again. This glitch exists in every cartridge version of the game, and is one of the few Nintendo DS compatibility problems officially acknowledged by Nintendo.<ref>[https://www.nintendo.com/consumer/systems/gameboy/trouble_specificgame.jsp#megaman Nintendo on the WoodMan glitch]</ref>


There are some ways of circumventing this glitch:
There are some ways of circumventing this glitch:
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* Only on Red Sun version: deleting WoodMan's entry from the [[Waiting Room]] Reception in the [[Network]] menu before inspecting the matchups for the first round of the Eagle Tournament of that playthrough.
* Only on Red Sun version: deleting WoodMan's entry from the [[Waiting Room]] Reception in the [[Network]] menu before inspecting the matchups for the first round of the Eagle Tournament of that playthrough.


On a technical level, the glitch occurs when one of the Wood Towers in Park Area is on its last frame of animation when the map screen is reloaded. Upon reloading the map, the game erroneously does not check whether the animation frame index needs to be reset, and as a result, attempts to load a non-existent sprite from an invalid memory address. The junk data read differs between GBA/NDS hardware revisions<ref>http://problemkaputt.de/gbatek.htm#gbaunpredictablethings</ref>; on the original Nintendo DS the junk data is interpreted as continuous sprite data, causing the game to hang until it eventually wraps around back to mapped memory, whereas on other hardware revisions, the junk data is interpreted as the end of the sprite, nullifying the effect of the glitch.
On a technical level, the glitch occurs when one of the Wood Towers in Park Area is on its last frame of animation when the map screen is reloaded. Upon reloading the map, the game erroneously does not check whether the animation frame index needs to be reset, and as a result, attempts to load a non-existent sprite from an invalid memory address. The junk data read differs between GBA/NDS hardware revisions <ref>http://problemkaputt.de/gbatek.htm#gbaunpredictablethings</ref>; on the original Nintendo DS the junk data is interpreted as continuous sprite data, causing the game to hang until it eventually wraps around back to mapped memory, whereas on other hardware revisions, the junk data is interpreted as the end of the sprite, nullifying the effect of the glitch.


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Revision as of 20:32, 21 July 2022

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

This page is a list of glitches that appear in Mega Man Battle Network 4.

Major glitches

WoodMan scenario slowdown

During WoodMan's scenario in the second tournament of the game, the player must navigate Park Area in order to reach WoodMan, who is in Park Area 3, while Wood Towers are extruding from the path. If the player enters a menu or battle in this area, the game will slow to a halt upon returning to the map if the game is played on an original Nintendo DS. It does not occur on other hardware such as original GBA, Nintendo DS Lite, Game Boy Player and Wii U. If the game is left running for a while, it will eventually return to full speed again. This glitch exists in every cartridge version of the game, and is one of the few Nintendo DS compatibility problems officially acknowledged by Nintendo.[1]

There are some ways of circumventing this glitch:

  • Playing the game on a Game Boy Advance, Game Boy Advance SP, Game Boy Micro, Game Boy Player or Nintendo DS Lite.
  • Equipping SneakRun before entering Park Area 1 while having high enough base HP to escape all battles in the area:
    • 251 HP or more in the first playthrough;
    • 551 HP or more in the second playthrough;
    • 851 HP or more in all subsequent playthroughs.
  • Only on Red Sun version: deleting WoodMan's entry from the Waiting Room Reception in the Network menu before inspecting the matchups for the first round of the Eagle Tournament of that playthrough.

On a technical level, the glitch occurs when one of the Wood Towers in Park Area is on its last frame of animation when the map screen is reloaded. Upon reloading the map, the game erroneously does not check whether the animation frame index needs to be reset, and as a result, attempts to load a non-existent sprite from an invalid memory address. The junk data read differs between GBA/NDS hardware revisions [2]; on the original Nintendo DS the junk data is interpreted as continuous sprite data, causing the game to hang until it eventually wraps around back to mapped memory, whereas on other hardware revisions, the junk data is interpreted as the end of the sprite, nullifying the effect of the glitch.

Applies to:
Tournament Red Sun Japanese v1.0 Yes
Tournament Red Sun Japanese v1.1 Yes
Tournament Blue Moon Japanese v1.0 Yes
Tournament Blue Moon Japanese v1.1 Yes
Red Sun North American v1.0 Yes
Blue Moon North American v1.0 Yes
Red Sun European v1.0 Yes
Blue Moon European v1.0 Yes

Color Bug Nullification

In the NaviCustomizer, putting in more than 4 different colors of programs is supposed to give you several bugs in battle. However, if you save a NaviCustomizer setup that has more than 4 colors, remove programs until you have 4 or less colors, then cancel saving and exit the NaviCustomizer, you keep your last saved configuration but any color bugs will be removed. This also works the other way around, by adding programs until you have more than 4 different colors, then cancel and exit the NaviCustomizer, you keep your last configuration but also have a color bug.

Applies to:
Tournament Red Sun Japanese v1.0 ?
Tournament Red Sun Japanese v1.1 ?
Tournament Blue Moon Japanese v1.0 ?
Tournament Blue Moon Japanese v1.1 ?
Red Sun North American v1.0 ?
Blue Moon North American v1.0 Yes
Red Sun European v1.0 ?
Blue Moon European v1.0 ?

Minor glitches

Mine Glitch

Use a dimming chip on an exact frame an enemy lands on the panel with Mine. Frame perfect: http://i.imgur.com/orFHUca.png EXE4: http://i.imgur.com/cngjKmj.gif BN4: http://i.imgur.com/wCDiHn7.gif

Applies to:
Tournament Red Sun Japanese v1.0 Yes
Tournament Red Sun Japanese v1.1 Yes
Tournament Blue Moon Japanese v1.0 ?
Tournament Blue Moon Japanese v1.1 Yes
Red Sun North American v1.0 No
Blue Moon North American v1.0 ?
Red Sun European v1.0 ?
Blue Moon European v1.0 ?

Pop-Up Glitch

Use Pop-Up when an enemy is directly on top of you. You instantly die.

Applies to:
Tournament Red Sun Japanese v1.0 Yes
Tournament Red Sun Japanese v1.1 ?
Tournament Blue Moon Japanese v1.0 ?
Tournament Blue Moon Japanese v1.1 ?
Red Sun North American v1.0 Yes
Blue Moon North American v1.0 ?
Red Sun European v1.0 ?
Blue Moon European v1.0 ?

Slasher Glitch

If you hold A to activate Slasher and an Anti Damage trap is active, you will be immune to all non-piercing attacks. Your Double Soul will also not dissipate after 3 turns. This effect ends once you let go of A.

Applies to:
Tournament Red Sun Japanese v1.0 Yes
Tournament Red Sun Japanese v1.1 ?
Tournament Blue Moon Japanese v1.0 ?
Tournament Blue Moon Japanese v1.1 ?
Red Sun North American v1.0 No
Blue Moon North American v1.0 ?
Red Sun European v1.0 ?
Blue Moon European v1.0 ?

Double Soul Icon Glitch

If you select a full set of 5 chips in the Custom Screen then perform a Double Soul with your 5th chip, all the un-selected icons will light up again. However, they cannot be selected.

Applies to:
Tournament Red Sun Japanese v1.0 Yes
Tournament Red Sun Japanese v1.1 Yes
Tournament Blue Moon Japanese v1.0 Yes
Tournament Blue Moon Japanese v1.1 Yes
Red Sun North American v1.0 Yes
Blue Moon North American v1.0 ?
Red Sun European v1.0 ?
Blue Moon European v1.0 ?

Backwards Cape Bass Glitch

If Bass is countered while doing his back Dark Arm Blade, he will return to position stunned with his cape backwards. This remains this way until Bass performs Dark Arm Blade again.

Applies to:
Tournament Red Sun Japanese v1.0 Yes
Tournament Red Sun Japanese v1.1 ?
Tournament Blue Moon Japanese v1.0 ?
Tournament Blue Moon Japanese v1.1 ?
Red Sun North American v1.0 ?
Blue Moon North American v1.0 ?
Red Sun European v1.0 ?
Blue Moon European v1.0 ?

OilBody/Fish Glitch

This section is under construction.
The information may not be complete or 100% accurate.
Does this happen in other areas?

After deleting Roll's ghost data in Town Area 3, equipping Fish sometimes causes you to encounter battles with Fire viruses (and no Aqua viruses). Also, OilBody will always choose the same encounter (with two VolGears, VulGears or ValGears).

Applies to:
Tournament Red Sun Japanese v1.0 ?
Tournament Red Sun Japanese v1.1 ?
Tournament Blue Moon Japanese v1.0 ?
Tournament Blue Moon Japanese v1.1 ?
Red Sun North American v1.0 ?
Blue Moon North American v1.0 Yes
Red Sun European v1.0 ?
Blue Moon European v1.0 ?

Save Retry Glitch

In the initial Japanese release of Rockman EXE 4, if the game fails to save for whatever reason and the player selects 'yes' to retry, the game will crash. This is caused by a wrong jump target script in the save retry menu script. In all subsequent releases, this glitch is fixed and the game will properly retry the save if the player selects 'yes'.

Note: the game may not crash and instead display incorrect text if the player has Mod Cards in their save file.

Applies to:
Tournament Red Sun Japanese v1.0 Yes
Tournament Red Sun Japanese v1.1 No
Tournament Blue Moon Japanese v1.0 Yes
Tournament Blue Moon Japanese v1.1 No
Red Sun North American v1.0 No
Blue Moon North American v1.0 No
Red Sun European v1.0 No
Blue Moon European v1.0 No

BassXX Color Glitch

Whenever BassXX moves, his afterimages appear bright yellow instead of purple. This is because the wrong palette is being used specifically for Bass's XX version.

Applies to:
Tournament Red Sun Japanese v1.0 Yes
Tournament Red Sun Japanese v1.1 Yes
Tournament Blue Moon Japanese v1.0 Yes
Tournament Blue Moon Japanese v1.1 Yes
Red Sun North American v1.0 Yes
Blue Moon North American v1.0 Yes
Red Sun European v1.0 Yes
Blue Moon European v1.0 Yes

References