Glitches in Mega Man Battle Network 1: Difference between revisions
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{{nw|TODO: Add more glitches.}} | {{nw|TODO: Add more glitches.}} | ||
This page is a list of glitches that appear in [[Mega Man Battle Network]]. | This page is a list of glitches that appear in [[Mega Man Battle Network]]. The DS port, Rockman EXE Operate Shooting Star, did not touch most of the original base code, so the game retains most of the glitches from the GBA games. | ||
== Major glitches == | == Major glitches == | ||
=== Cutscene | === Cutscene Saving === | ||
The menu can be called just as MegaMan steps on a cutscene trigger tile. If the game is saved at this point, when the game is boot up, it will start at the cutscene. This is a problem in the game's final cutscene right before MagicMan, as it will hard lock the game to eternally play the game's finale without any chance of escape. | |||
In OSS, the MagicMan cutscene was remedied with a forced save point before entering. | |||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="2"|Applies to: | !colspan="2"|Applies to: | ||
|- | |- | ||
|Japanese||? | |Japanese||Yes | ||
|- | |||
|North American||Yes | |||
|- | |||
|European||? | |||
|- | |||
|Operate Shooting Star||No | |||
|} | |||
=== Cutscene Enemy Skip === | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese||Yes | |||
|- | |- | ||
|North American||Yes | |North American||Yes | ||
|- | |- | ||
|European||? | |European||? | ||
|- | |||
|Operate Shooting Star||Yes | |||
|} | |} | ||
== Minor | == Minor Glitches == | ||
=== Waterworks | === Waterworks Crisis Music === | ||
During the final scenario, before the game is beat, the crisis music plays in all overworld areas. This includes the pump room and water purification room at Waterworks, which normally have a loud noise as background music to simulate the machinery working. The programmers added checks to exclude these two areas from the crisis music during the final scenario, but due to a glitch, it still plays. The glitch occurs due to the game checking the area and subarea values in the wrong order. | During the final scenario, before the game is beat, the crisis music plays in all overworld areas. This includes the pump room and water purification room at Waterworks, which normally have a loud noise as background music to simulate the machinery working. The programmers added checks to exclude these two areas from the crisis music during the final scenario, but due to a glitch, it still plays. The glitch occurs due to the game checking the area and subarea values in the wrong order. | ||
Line 29: | Line 48: | ||
|- | |- | ||
|European||? | |European||? | ||
|- | |||
|Operate Shooting Star||Yes | |||
|} | |||
===Operate Shooting Star Glitches=== | |||
=== Missing Hurt Voice Clips === | |||
Whenever MegaMan gets hit in battle, there is a 50% chance that the game plays a voice clip of him getting hurt. In normal gameplay, the clip that it plays is always the same. However, the game's files actually contain 3 different clips (for both MegaMan): one for 1-69 damage, one for 70-139 damage and one for 140+ damage. Due to a programming error (a variable should be loaded but is stored instead), the game will always play the clip for 1-69 damage. | |||
The correct behavior can be restored with the following Action Replay DS code: | |||
<pre> | |||
5204E0A0 1C05B570 | |||
1206E568 00008E38 | |||
D2000000 00000000 | |||
</pre> | |||
<youtube>5o1GX6yzScE</youtube> | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese||--- | |||
|- | |||
|North American||--- | |||
|- | |||
|European||--- | |||
|- | |||
|- | |||
|Operate Shooting Star||Yes | |||
|} | |||
=== Missing Field Shadow === | |||
After rescuing MegaMan.EXE from ClokMan and gaining control, MegaMan's shadow will be missing. It reappears once you enter a menu, go into a battle, or to another scene. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese||--- | |||
|- | |||
|North American||--- | |||
|- | |||
|European||--- | |||
|- | |||
|- | |||
|Operate Shooting Star||Yes | |||
|} | |||
=== ClockMan Collision Programming === | |||
In Battle Network 1, boss and player collisions still treat the player being a physical object on the field instead of transparent invisible. For some reason, ClockMan's collision is programmed as if he would be in Battle Network 2 and beyond. As such, attacks like Ratton go right through him after damaging him and IceCube would take longer to explode after damaging him. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese||--- | |||
|- | |||
|North American||--- | |||
|- | |||
|European||--- | |||
|- | |||
|- | |||
|Operate Shooting Star||Yes | |||
|} | |||
=== WoodMan Sprite Error === | |||
WoodMan's sprite for when he's about to land for Death Forest is tiled incorrectly. Resulting in an incorrect sprite for WoodMan. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese||No | |||
|- | |||
|North American||No | |||
|- | |||
|European||No | |||
|- | |||
|Operate Shooting Star||Yes | |||
|} | |||
=== Life Virus Sprite Error === | |||
One of Life Virus's sprite for his Life Sword swing effect is missing a tile. Resulting in an incorrect sprite for effect. | |||
{| class="wikitable" | |||
!colspan="2"|Applies to: | |||
|- | |||
|Japanese||No | |||
|- | |||
|North American||No | |||
|- | |||
|European||No | |||
|- | |||
|Operate Shooting Star||Yes | |||
|} | |} | ||
[[Category:Game Glitches]] [[Category:Mega Man Battle Network 1]] | [[Category:Game Glitches]] [[Category:Mega Man Battle Network 1]] [[Category:Rockman EXE Operate Shooting Star]] |
Revision as of 21:38, 14 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. The DS port, Rockman EXE Operate Shooting Star, did not touch most of the original base code, so the game retains most of the glitches from the GBA games.
Major glitches
Cutscene Saving
The menu can be called just as MegaMan steps on a cutscene trigger tile. If the game is saved at this point, when the game is boot up, it will start at the cutscene. This is a problem in the game's final cutscene right before MagicMan, as it will hard lock the game to eternally play the game's finale without any chance of escape.
In OSS, the MagicMan cutscene was remedied with a forced save point before entering.
Applies to: | |
---|---|
Japanese | Yes |
North American | Yes |
European | ? |
Operate Shooting Star | No |
Cutscene Enemy Skip
Applies to: | |
---|---|
Japanese | Yes |
North American | Yes |
European | ? |
Operate Shooting Star | Yes |
Minor Glitches
Waterworks Crisis Music
During the final scenario, before the game is beat, the crisis music plays in all overworld areas. This includes the pump room and water purification room at Waterworks, which normally have a loud noise as background music to simulate the machinery working. The programmers added checks to exclude these two areas from the crisis music during the final scenario, but due to a glitch, it still plays. The glitch occurs due to the game checking the area and subarea values in the wrong order.
Applies to: | |
---|---|
Japanese | ? |
North American | Yes |
European | ? |
Operate Shooting Star | Yes |
Operate Shooting Star Glitches
Missing Hurt Voice Clips
Whenever MegaMan gets hit in battle, there is a 50% chance that the game plays a voice clip of him getting hurt. In normal gameplay, the clip that it plays is always the same. However, the game's files actually contain 3 different clips (for both MegaMan): one for 1-69 damage, one for 70-139 damage and one for 140+ damage. Due to a programming error (a variable should be loaded but is stored instead), the game will always play the clip for 1-69 damage.
The correct behavior can be restored with the following Action Replay DS code:
5204E0A0 1C05B570 1206E568 00008E38 D2000000 00000000
Applies to: | |
---|---|
Japanese | --- |
North American | --- |
European | --- |
Operate Shooting Star | Yes |
Missing Field Shadow
After rescuing MegaMan.EXE from ClokMan and gaining control, MegaMan's shadow will be missing. It reappears once you enter a menu, go into a battle, or to another scene.
Applies to: | |
---|---|
Japanese | --- |
North American | --- |
European | --- |
Operate Shooting Star | Yes |
ClockMan Collision Programming
In Battle Network 1, boss and player collisions still treat the player being a physical object on the field instead of transparent invisible. For some reason, ClockMan's collision is programmed as if he would be in Battle Network 2 and beyond. As such, attacks like Ratton go right through him after damaging him and IceCube would take longer to explode after damaging him.
Applies to: | |
---|---|
Japanese | --- |
North American | --- |
European | --- |
Operate Shooting Star | Yes |
WoodMan Sprite Error
WoodMan's sprite for when he's about to land for Death Forest is tiled incorrectly. Resulting in an incorrect sprite for WoodMan.
Applies to: | |
---|---|
Japanese | No |
North American | No |
European | No |
Operate Shooting Star | Yes |
Life Virus Sprite Error
One of Life Virus's sprite for his Life Sword swing effect is missing a tile. Resulting in an incorrect sprite for effect.
Applies to: | |
---|---|
Japanese | No |
North American | No |
European | No |
Operate Shooting Star | Yes |