Glitches in Mega Man Battle Network 1

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Revision as of 03:16, 3 October 2022 by MidniteW (talk | contribs)
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

MagicMan Cutscene hard lock

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. This is a game-breaking glitch that would require you to start a New Game.

In OSS, the MagicMan cutscene was remedied with a forced save point before entering.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) ?
Operate Shooting Star (DS) No

Cutscene Enemy Skip glitch

For the ColdBear and Life Virus cutscene fights. If the menu is pulled up just as MegaMan is going in a direction and steps on the cutscene trigger, then opening folder and exiting will skip the fight and go straight into the cutscene after it. Entering and exiting the folder twice will causes a black screen, which will further confirm the glitch is occurring.

For ColdBear, Lan will be unable to move after the cutscene. Jacking in and out will regain control.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) ?
Operate Shooting Star (DS) Yes

Ending Credits Trigger glitch

Taking out a specific fire in WWW Comp 1 and going straight back to ACDC Town will trigger the game credits. This is due to that one fire sharing the same story flag that triggers credits.

Finishing the credits will give the Title Screen Mark and unlock MagicManV2 as Net encounter.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) ?
Operate Shooting Star (DS) Yes

DenTown Out of Bounds

If Lan walks into the bottom-right underground path object from the right in a certain way, he will walk into it. If he enters in the road, he will be able to walk out of bounds, on the road, off map, and the next area entrance. If Lan re-enter the street path, he will snapback with collisions working as normal.

If the glitch is done during Chapter 5 with the locked DenTown paths and you save in one of street areas that are supposed to be inaccessible, you will be unable to escape. Therefore you 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.

Applies to:
Japanese (GBA) ?
North American (GBA) Yes
European (GBA) ?
Operate Shooting Star (DS) ?

Minor Glitches

Waterworks Crisis Music error

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 (GBA) ?
North American (GBA) Yes
European (GBA) ?
Operate Shooting Star (DS) Yes

Mystery Data RNG glitch

Due to a Random Number Generator glitch, Howitzer A, which supposed to be found in a Undernet 11 GMD, cannot be obtained.

In Operate Shooting Star, the 10,000z Undernet 10 GMD that was altered into 5,000z became impossible to obtain.

Applies to:
Japanese (GBA) Yes
North American (GBA) Yes
European (GBA) Yes
Operate Shooting Star (DS) Yes

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 (GBA) ---
North American (GBA) ---
European (GBA) ---
Operate Shooting Star (DS) 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 (GBA) ---
North American (GBA) ---
European (GBA) ---
Operate Shooting Star (DS) Yes

ClockMan Collision

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 (GBA) ---
North American (GBA) ---
European (GBA) ---
Operate Shooting Star (DS) Yes

WoodMan Sprite Error

WoodMan's sprite for when he's about to land for Death Forest is tiled incorrectly. This results in an incorrect sprite for WoodMan.

Applies to:
Japanese (GBA) No
North American (GBA) No
European (GBA) No
Operate Shooting Star (DS) Yes

Life Virus Sprite Error

One of Life Virus's sprite for his Sword swing effect is missing a tile. This results in an incorrect sprite for effect.

Applies to:
Japanese (GBA) No
North American (GBA) No
European (GBA) No
Operate Shooting Star (DS) Yes