Glitches in Mega Man Battle Network 4
From The Rockman EXE Zone Wiki
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: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
North American v1.0 | Yes |
European v1.0 | Yes |
Color Bug Nullification glitch
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: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Menu Avoiding Encounters glitch
While playing as MegaMan on the Field Screen, whenever the menu is opened and entered (such as Folder and Save), the encounter rate is reset. As such, it’s possible to completely avoid encounters by opening and closing the menu every few seconds.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |
AntiRecovery Cut In crash
If you have an Anti Recovery chip trap active and the opponent attempts a Cut In with a dimming recovery chip (for example, Roll), then you cut in another trap chip; the battle will freeze.
In the English version, the chip will bypass the Anti Recovery trap and continue its effect.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |
Slasher AntiDamage oversight
If you hold A to activate Slasher and an AntiDamage 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: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |
DarkChip JunkSoul oversight
Since selected but not used chip still appear in Junk Soul’s Junk-Chip mechanic; If Dark Chips are selected and not used, then MegaMan restores himself from the Worried emotion into Junk Soul, they will appear again through Junk Soul’s recycle. MegaMan can use those Dark Chips without the consequence of going Evil emotion or losing 1 HP permanently.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Minor glitches
Dimming on Mine collision
Use a dimming chip the moment an enemy lands on the panel with Mine and the Mine will damage the enemy multiple times during dimming. In later versions, this will only damage the enemy once. The Repair chip can be used to spot the Mine more easily.
Moment: http://i.imgur.com/orFHUca.png EXE4: http://i.imgur.com/cngjKmj.gif BN4: http://i.imgur.com/wCDiHn7.gif
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
North American v1.0 | No |
European v1.0 | ? |
Pop-Up Overlap collision
Use Pop-Up when an enemy is directly on top of you. You will be continuously hit for a massive amount of damage.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Double Soul Icon visual
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: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
North American v1.0 | Yes |
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: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | ? |
European v1.0 | ? |
OilBody/Fish Encounter error
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: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Save Retry Failure 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: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North American v1.0 | No |
European v1.0 | No |
Battle Color error
GutsMan colors
GutsMan's darker red on his body is the same color as the lighter red, making them blend together. This error is only for the original GutsMan sprite, as his SP and DS color swaps have separate colors for the darker and lighter shades.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
ProtoMan's sword
When ProtoManSP or ProtoManDS swing their sword, the sword will use the palette of ProtoMan's original color instead of the color swap,
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
BassXX's movement
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: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | Yes |
North American v1.0 | Yes |
European v1.0 | Yes |
Talk to Tornado oversight
While playing the WindMan scenario in Park Area, if positioned just right, MegaMan can talk to the tornados flying through the area. Each area have their own effects involving a talk-able object that existed in that area in other scenarios, and MegaMan can keep walking while the textbox is open. Also, while the textbox is open, MegaMan will not get any encounters.
- Park Area 1: Opens the Park Area 1 SubChip Dealer Menu. Once exited, all tornadoes in the area will disappear.
- Park Area 2: A Mr. Prog dialogue.
- Park Area 3: Obtain a Video1 KeyItem from VideoMan’s scenario.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |
Unregistered WindMan Record
Beating any Ω boss with Mod Cards will not capture the record, only registering that Navi in the Records as -—:—-:—-. However beating WindMan Ω applies this differently by not registering him at all, not even as a —-:—-:—- record.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
ShadeManDS S error
If MegaMan is in Evil karma, the drops from Navis will be their DS Navi chips. If ShadeManSP is defeated in this way, he will drop the ShadeManDS S chip instead of the correct chip name, ShadeManDS X. As the S code chip doesn't exist, it will not appear in the Pack.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | ? |
European v1.0 | ? |
DarkVulcan MegaChip error
DarkVulcan can be taken away by the Beat NCP even though it is not a Mega or Giga Chip. In later versions, it won’t be taken.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |
Final Scene Slowdown
During the game’s finale where Regal falls down and the game slow down, if the rest of the cutscene is skipped via Select button, the credits will play slowed down. This is fixed in later versions.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | No |
North American v1.0 | No |
European v1.0 | ? |
Disappearing Field Screen HP
During the FootBomb tournament scenario; if you choose to play FootBomb then quit before winning the game, MegaMan’s Field Screen HP won’t appear once the cutscene ends.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Disappearing Dark Soul HP
If an Evil MegaMan’s HP becomes 0 due to AntiRecovery and trigger DarkSoul, their HP will disappear. That MegaMan will continue the rest of the battle without their HP visible to the opposing player.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Evil Chip Cut In glitch
Occurs only if MegaMan's karma is from 470 to 479. In a Network Duel, the game will allow you to use a screen-dimming Evil chip in a Cut In, when it usually should not. However, it then turns the chip into FireMan (will trigger AntiNavi, command code works) and deals damage based on the chip you used.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
NumberMan Full Synchro glitch
If the NumberMan chip is used while Full Synchro and it rolls an even number, it won't calculate the x2 multiplier into the damage it deals.
Applies to: | |
---|---|
Japanese v1.0 | ? |
Japanese v1.1 | ? |
North American v1.0 | Yes |
European v1.0 | ? |
Mod Card Mood glitch
If you have to have maxed out mood and you land a Counter Hit with an attack that would have dealt mood damage into Full Synchro, the next Mod Card attack would be multiplied by 1.5x. If it was a multi-hit that countered, the next hit from it will be multiplied by 1.5x.
Applies to: | |
---|---|
Japanese v1.0 | Yes |
Japanese v1.1 | ? |
North American v1.0 | No |
European v1.0 | ? |