Glitches in Mega Man Battle Network 5
From The Rockman EXE Zone Wiki
This section is under construction. |
The information may not be complete or 100% accurate. |
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 Mod Cards) is a certain amount. If you quit or complete a Liberation Mission, you will be automatically warped depending on the ending HP value in hexadecimal.
This glitch was officially acknowledged by Capcom, but they incorrectly state both sets of values yield the same result as HP value 01.[1]
In the Wii U Virtual Console rereleases of the game, this glitch was fixed.
Jack Out Warp lock
- HP 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.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes (Fixed in VC) |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Net Area Warp glitch
- HP 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 cutscenes that might take you out of bounds. This does not progress the game as story flags are triggered through a sequenced set of cutscenes. However, some areas can be accessed before the game allows it. Talking to some objects in that period has potential to crash the game.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes (Fixed in VC) |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Dummy NPC Glitch
This section is under construction. |
The information may not be complete or 100% accurate. |
Has Arbitrary Code Execution potential. Fill in details. |
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 would go, the liberation will still be treated as a Twin Liberation. Also, no Order Points will be used.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA 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 Karma glitch
If you run away from the battle, any karma you would gain or loss would be doubled. 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: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
Double HP Loss glitch
As an extension to the karma 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.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
AntiRecovery Cut In lock
If you have an AntiRecovery chip ???? trap on, then attempt to set up another AnyiRecovery chip, if the opponent attempts a cut in with a dimming recovery chip (for example, Roll), the battle will soft-lock. The game will require a reset.
This glitch was somewhat fixed in English versions of BN4 but has somehow returned in Japanese BN5. In English BN5, the cut in order works as intended.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
A Button PowerAttack Carryover glitch
This section is under construction. |
The information may not be complete or 100% accurate. |
TODO: Document interactions with DarkChips. |
There is a period where the charge of an A PowerAttack can be passed on to any chip:
- 1st method: Release the charge while it is being buffered (i.e. so the attack won't launch until MegaMan finishes moving), then immediately open the Custom Screen. Select any chip (even dimming chips) and that new chip will be used in the next chance MegaMan gets to launch a chip. The chip will obtain the added ability of that A PowerAttack.
- 2nd method: Hold the charge and open the Custom Screen, select any chip (even dimming chips). Upon closing the Custom Screen, there is a frame perfect timing where the chip can be use and it will obtain the added ability of that A PowerAttack.
This works with:
- Any Soul with A PowerAttack that increases the attack power x2. If the ability is passed onto a DarkChip, the attack will glitch up.
- NapalmSoul: MegaMan will shoot the Napalm but will base the attack power on the new chip.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
ChipRecovery Karma glitch
This can occur in a Network Duel and if MegaMan equips a Mod Card with the ChipRecovery ability. If MegaMan is non-Evil (470 or higher Karma), when the opponent uses a dimming chip, you can attempt to cut in with dimming DarkChip (DarkInvis, DarkSonic, DarkCircle). Non-Evil MegaMan is unable to use the DarkChip, but he will still heal with ChipRecovery from the attempts to use it. It can be used multiple times in that dimming period (about 7 A button presses).
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
PinkCapsule Karma glitch
An extension of the ChipRecovery glitch, as it works outside Mod Cards by using Meddy Soul's PinkCapsule instead. However, since the capsule can only attach to a chip with an attack power, the only target is DarkCircle. PinkCapsule heals 10% of MegaMan's max HP with every use.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
Minor glitches
Command Code errors
Satelity error
If you press A + B to to select Satelity chip’s attack location, a command code sound goes off. However, no additional effect is added to Satelity.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | Yes |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
CrossDivide error
If you press Left + B before Colonel attacks, a command code sound goes off. However, no additional effect is added to CrossDivide.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA 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: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Unpredictable SoulCleaner glitch
SoulCleaner is supposed to only take effect when you can't run 100% of the time from an encounter, which is based on your Navi’s base maximum HP, excluding NaviCust Parts and Mod Cards. Due to a programming error, the game will use the remainder of the Navi's HP when divided by 256 when comparing against the area's HP requirement for 100% run rate.
This ends up being advantageous to the player as the maximum possible value used in the run rate comparison is 255, which means that the bonus will always trigger in areas with an HP threshold greater than 256, which includes all areas except ACDC Area, Oran Area, Main Comps, and some early game small comps.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
Purple Mystery Data out-of-bounds glitch
By picking up certain purple mystery datas in a specific position, it is possible to move out of bounds by walking south after the text finishes. The player can move around freely out-of-bounds; continuously walking in one direction eventually results in the player entering an invisible copy of the map, with no objects.
In Double Team DS, using an Unlocker does not change your position like it does in the GBA game, thus preventing this glitch.
Oran Area 1 PMD
By picking up the purple mystery data in Oran Area 1 from the south side, you can walk out-of-bounds.
In the international releases of the game, the purple mystery data was moved slightly so that picking it up from the south side no longer clips you through the wall. In Double Team DS, the purple mystery data is back in its original spot.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | No |
DS Twin Leaders Japanese v1.0 | No |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | No |
ACDC Area 2 PMD
It is also possible to clip out of bounds using the purple mystery data in ACDC Area 2 and End Area 3, but this requires more precise movement after using the Unlocker. These particular PMDs however, are not moved in the international releases. For ACDC Area 2, it's possible to get the OldKey Key Item before the story asks to get it.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | Yes |
DS Twin Leaders Japanese v1.0 | No |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | No |
End Area 3 PMD
This section is under construction. |
The information may not be complete or 100% accurate. |
Add End Area 3 PMD |
Battle Visual errors
Flipped Shocking Melody error
When the opponent is using Toad Soul's ShockNote attack, the note sprite won't be flipped.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | ? |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
BassCross Overlay errors
There are situations where the BassCross MegaMan overlay with glitch up:
If BassCross MegaMan Double Souls the turn he swaps in after a Navi Change, a blue BassCross overlay will be placed on top of the Double Soul.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
AntiSword error
When BassCross MegaMan uses AntiSword, the sprite’s animation will not line up.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | No |
Double Team DS European v1.0 | ? |
KnightMan Support glitch
For KnightMan’s Party Battle System support ability: If the opponent cuts in a damaging chip as you are about to use a chip that changes the area advantage, not only will the damaging chip would deal no damage to the active Navi, KnightMan would not lose any HP either.
Applies to: | |
---|---|
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
FactoryComp4 Clip
In the FactoryComp4, right before CosmoMan; if MegaMan is standing right where the gate was and the gate is put back up, he will be pushed past the cutscene marker. MegaMan is able to talk to the CosmoMan NPC, resulting in freezing the game. This is fixed in later versions with more event blocks being implemented.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | No |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
ArmChange Unite glitch
If MegaMan is in Colonel Soul and you perform Arm Change with your Regular Chip, you will be unable to Chaos Unison with a Dark Chip if that chip takes up the 2nd slot in the Custom Screen.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
NumberMan Capsule glitch
If Meddy Soul’s Capsule chips are used with the NumberMan chip, instead of the status it should apply, the status will be changed depending on the roll of the die.
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
ShadowMan Mood error
ShadowMan’s Bakuen fire attack does not reduce mood. Because of this, it can’t remove Full Synchro. In later versions, it reduces mood as it should.
Applies to: | |
---|---|
GBA Japanese v1.0 | Yes |
GBA North American v1.0 | No |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | ? |
Double Team DS European v1.0 | ? |
SlashBehind oversight
In a Network Duel, if a Shadow Soul is using its SlashBehind ability and attempts to use a cut in while still facing backwards, the chip’s range will become strange. This is due to the chips repositioning their use according to MegaMan’s direction, which is backwards.
Some examples: Some chips will have the SlashBehind user attack their own field, obstacles will bevisually summoned in the opposite direction (PoisonPharaoh will face the user’s side, but will still drain the enemy side), some chips will still attack the enemy field (Meteors chip will attack enemy field but they will drop in a mirrored order).
Applies to: | |
---|---|
GBA Japanese v1.0 | ? |
GBA North American v1.0 | Yes |
GBA European v1.0 | ? |
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |
No Save Slot-2 error
To obtain an early TP Chip and access BassCross MegaMan in BN5DS via the W Slot, a BN5GBA cart with certain Title Screen Marks is required. However, if the save has no data (New Game only, no Continue), the game will register it as having those Title Screen Marks and give the bonuses.
Applies to: | |
---|---|
DS Twin Leaders Japanese v1.0 | ? |
Double Team DS North American v1.0 | Yes |
Double Team DS European v1.0 | ? |