Glitches in Mega Man Battle Network 5
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This page is a list of glitches that appear in Mega Man Battle Network 5.
Major glitches
Post-Liberation Mission glitch
This glitch occurs if your maximum HP (including NaviCust and Mods) are 1, 2, 257, 258, 513, 514, 769, 770, 1025, 1026, 1281, 1282, 1537, 1538, 1793, 1794, 2049, 2050, 2305, 2306, 2561, 2562, 2817, 2818, 3073, or 3074. If you quit or complete a Liberation Mission, you will be automatically jacked out and MegaMan's icon will be missing from your PET. You will be unable to jack in, thus preventing you from progressing the game. This is a game-breaking glitch that would require you to start a New Game or load a previous save.
This glitch was officially acknowledged by Capcom. [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 | ? |
Minor glitches
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 |
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 | ? |