Glitches in Mega Man Battle Network 5: Difference between revisions

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== Major glitches ==
== Major glitches ==
=== Post-Liberation Mission Warp glitch ===
=== Liberation 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.
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.



Revision as of 17:21, 5 June 2019

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 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 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:
Team of Blues Japanese v1.0 Yes (GBA only)
Team of Colonel Japanese v1.0 Yes (GBA only)
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

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. 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:
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 ?
Team ProtoMan European v1.0 ?
Team Colonel European v1.0 ?
DS Twin Leaders Japanese v1.0 ?
Double Team DS North American v1.0 No
Double Team DS European v1.0 ?

Minor glitches

CrossDivide command input

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

Applies to:
Team of Colonel Japanese v1.0 Yes
Team Colonel North American v1.0 No
Team Colonel 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:
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 ?

SoulCleaner glitch

It's unpredictable whether you will get the SoulClean bonus or not. It still depends on your HP and the area you are in, but it's completely arbitrary. That said, you have a higher chance of getting the boost if you fight viruses in lategame/postgame areas (Nebula Area works best).


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