Changes in Rockman EXE Operate Shooting Star

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These are the changes made from the original GBA Mega Man Battle Network 1 and Rockman EXE Operate Shooting Star.

Aesthetics

  • The manual retcons the year the game takes place from 200X to 20XX.
  • An intro was added before the title screen.
  • The menu was retooled for the DS screen.
  • The dialogue textbox’s arrow has been changed.
  • Battle Network 1 mugshots have been updated with a new palette and some clean up. Lan, MegaMan, Mayl, Roll, Dex, Yai, Chaud, ProtoMan, and Harp Note are newly drawn. Luna's mugshot has been slightly updated.

Operate Shooting Star mugshots.png

  • All areas in the game are now properly named, with Undernet properly labeled. (This also means the area names do not match up with old EXE1 guidebooks)
EXE1 Guidebook OSS
Internet 1-4 Internet 1-4
Internet 5-16 Undernet 1-12
  • Voice acting is added.
  • All element chip icons have been updated to the ones from Rockman EXE 2 and later. This change was already implemented in the NA/EU version of BN1.
  • Some cutscenes that pan across the map now has the textbox appear during the panning instead of after.
  • The tutorial cutscenes in School Comp now plays the Internet theme instead of the School Comp dungeon music.

Text

Some game text were altered. Many typos were fixed up.

  • In Chapter 1, Lan’s mom was making hotcakes in BN1 but was changed into apple pie in OSS.

Gameplay

  • The save data can be re-initialized (i.e. delete the save) by holding down B Button, X Button, and Select Button at the same time before the CAPCOM screen.[1]
  • Running is default. Holding the B Button makes you walk.
  • The field PET Menu can be opened with the X Button alongside the usual Start button.
  • Jack in sequence can be skipped with Start.
  • You are forced to save before fighting the final bosses. This avoids a problem in the original game where you could get permanently stuck by saving on the cutscene trigger for the final fights.
  • GutsMan * can be obtained via Title Screen button input (Up, X, Left, Y, Right, A, Down, B). It cannot be traded to other players.
  • When viewing an item description in a shop, pressing Up/Down now closes it. Additionally, the shopkeeper's text now appears instantly after closing an item description.
  • The Chip Trader now automatically sorts your chip pack by quantity.
  • The Data Library now shows the number of chips you have registered in it.

Rock Colo (Rockman Star Colosseum)

  • A new minigame mode available at the title screen where players play for stars (Team Battle) or join together to take down Bass (VS Bass), all takes place on the Field Screen map. You can use the points you gained to buy chips from a Navi in Lan's HP. Bass can be unlocked as a playable character after 50 matches.
  • Only VS Bass is available for single player play. The multiplayer modes require only one Game Pak and DS Download Play.

Battle System Changes

  • Folder limits change:
BN1 OSS
Max 10 of any non-Navi chips Max 5 of any non-Navi chips
Max 5 of any Navi chips 5 Navi chip limit, but only 1 of each chip
  • From later games, the * (asterisk) code has been added to select chips. Also like later games, some Program Advances can use * code as replacement of its materials.
  • In Folder editing, Select lets you return all your chips from the folder back to the sack.
  • L button give you the chance to run from the battle.
  • Y button lets you see the description of the selected chip alongside the usual R button.
  • Select button lets you hide the Custom Screen and see the battlefield.
  • Screen-dimming chips now apply their damage before the screen is undimmed, unlike in BN1, where damage is applied after. Some chips apply damage in real-time, whereas others only apply total damage after the final hit. However, in both cases, enemies are visibly impacted in real-time.
  • You can now see chip codes in the Custom Screen without highlighting the chip with the cursor.
  • The Custom Screen size has been reduced from 15 chips to 10 chips.
  • Numb status effect now damages MegaMan when he moves every 3 panels instead of every 1 panel.
  • MegaMan's flinch aback requirement now needs 10 HP of damage instead of 1 HP.

Network

  • Communications now use Host and Client system. Time-out for connecting with opponent is longer.
  • The waiting visual for the opponent to finish selecting their chips is changed from on MegaMan to a text on top of the screen like in later games.
  • Screen-dimming Cut In from MMBN4 and later is added in. However, you cannot see the chip above your head while the opponent is using a dimming chip.
  • There is now a 15 turn limit. You can see the turn count down in the Custom Screen.
    • Final Match mechanic replaces Max Mode. If there are no more turns; when the Custom Screen is opened, Final Match occurs instead. Both players' HP becomes 400, MegaMan does not flinch from the Charge Shot, Buster stats becomes 6, chip selection is erased, all obstacles on the field are destroyed, any defense are removed, match cannot be paused, and the Custom Gauge is no longer active.

Mega Man Star Force

  • Armor system is removed in place of the ability to switch MegaMan. Because of this, library completion is required to obtain Lv.100.
  • During the ClockMan Scenario, you obtain the ability to switch between EXE and MMSF. After the scenario, MMSF will only be playable in battle and the Humor-esque program remains.
  • MMSF’s buster auto-charges and only have one charge (half the strength of EXE's max charge). The X Button has him lock-on for a Mega Attack with certain chips. The Y Button has him put up a shield. If he is hit while in a Mega Attack, he is flinched for an extended time.
    • If MMSF becomes frozen due to the IceMan chip in a NetworkDuel, his sprite will be of MegaMan.EXE’s.
  • In the internet, the virus BGM becomes Ride On from MMSF1 and the boss BGM becomes Wave Battle from MMSF2.

Field Screen

  • Random encounter rates are decreased in all areas.
  • Waterworks Comp 5 has some melted panels that tells you where to slide, and the Mr. Progs' hints are more detailed. Additionally, no viruses ever appear. (In BN1, the encounter rate was lower than normal.)

OSS Waterworks Comp 5.png

  • Power Plant Comp has flashing lights to indicate paths. Power switch sprite is updated. Batteries now have unlimited charge, Mr. Prog just gives advice.

OSS Power Plant Comp.png

  • The virus machine in Dad's PC Comp was changed. In BN1, it would give a random virus from any completed dungeon; in OSS, it will instead give a random virus from the next dungeon only.

Reward Code Changes

  • The E-Mail from Dad now gives CrossGun * instead of CrossGun C.
  • The trade at Den Block 3 now gives Recov300 L instead of Recov300 C.
  • The quest with the NPC at the ACDC Metroline now gives Recov80 * instead of Recov80 G.

Mystery Data

Some contents of random Mystery Data on the Internet have been tweaked. As in BN1, the color of Mystery Data does not indicate whether it's random (respawns) or fixed (one time only).

  • Some fixed Mystery Data chips were replaced by different codes.
    • Lunch Stand Comp: Recov120 A into Recov120 F
    • Power Plant Comp: Recov120 C into Recov120 H
    • Traffic Light Comp 5: Recov80 J into Recov80 E
    • Antique Comp: Barrier S into Barrier *
  • Some random Mystery Data chips were replaced by different codes.
    • Internet 1: Shotgun K into Shotgun *
    • Internet 1: Recov10 G into Recov10 *
    • Internet 2: MiniBomb P into MiniBomb *
    • Internet 2: Recov30 G into Recov30 *
    • Undernet 3: Recov120 A into Recov120 L
    • Undernet 4: Recov120 C into Recov120 H
    • Undernet 5: Recov150 E into Recov150 O
    • Undernet 8: Recov200 G into Recov200 N
    • Undernet 10: Recov150 C into Recov150 K
    • Undernet 11: Recov120 C into Recov120 F
    • Undernet 12: Recov200 C into Recov200 I
  • Due to a bug, 10000 Zennys (which was also changed to 5000z) no longer drops from random Mystery Data in Undernet 10; the most Zennys you can get from random Mystery Data in Undernet 10 is now 30z.
  • In BN1, if you picked up a respawning Mystery Data in a HomePage containing a chip that you already have, MegaMan would be unable to decode the data. In OSS, the Mystery Data instead stops respawning until you trade away all copies of that chip.

Enemies

For some late game enemies, their attack power was tweaked to account for the removal of the armor system.

General changes

  • New bosses: Mega Man SF, ClockMan. ClockMan V2 and V3 can be encountered in Undernet 9.
  • Swordy3 now has 150 HP instead of 200 HP.
  • IceMan's IceCubes now have 50 HP instead of 100 HP.
  • SharkMan's Fin attack is now slower, and does 80 damage instead of 120.
Version EXE1 OSS
SharkMan V1 5 pixels/frame 3 pixels/frame
SharkMan V2 7 pixels/frame 5 pixels/frame
SharkMan V3 9 pixels/frame 7 pixels/frame
  • The LifeVirus battlefield no longer has lines on the panels.
  • LifeVirus disappearing holes glitch have been fixed, they now all disappear.

DreamVirus EXE1 OSS.png

  • PharaohMan's Anubis now drains HP at a rate of 1 HP every 8 frames, instead of 1 HP every 2 frames - just like the Anubis BattleChip.
  • Bass's HP now has 1500 HP instead of 1000 HP, and his flinch requirement is now 180 damage instead of 100 damage. His aura now disappears when he charges his attack instead of after.
  • Most bosses which did not have contact damage set in GBA, now do 50 damage on contact, likely to account for Mega Man SF's Mega Attack. This includes FireMan, ColorMan, BombMan, PharaohMan, ShadowMan and Bass.
    • However, IceMan, MagicMan and LifeVirus still do 0 contact damage.

Enemy attack power changes

Enemy Attack EXE1 OSS
Flappy3 Quake3 100 60
Fishy2 Rush 100 60
Cloudy2 Cloudier 80 60
Cloudy3 Cloudest 120 80
Jelly Wave 200 100
HeatJelly RedWave 200 100
BigJelly BigWave 300 150
Gaia Gaia1 200 100
Gaia2 Gaia2 300 150
Gaia3 Gaia3 400 200
Popper WoodTower 100 50
Popper2 WoodTower 140 70
Popper3 WoodTower 180 90
Satella Lockon1 60 30
Satella2 Lockon2 100 50
Satella3 Lockon3 160 80
Billy Thunder1 100 70
Billy2 Thunder2 140 110
Billy3 Thunder3 180 150
Megalian FaceAttack 100 50
Megalian2 FaceAttack 160 80
Megalian3 FaceAttack 240 120
CanDevil Fireball 100 50
CanDevil2 Fireball 150 75
CanDevil3 Fireball 200 100
Poitton Dynamyte1 200 100
Poitton2 Dynamyte2 200 100
Poitton3 Dynamyte3 200 100
SkullMan V1 Ghost Fire 80 50
BoneCrush 80 50
SharkMan V1, V2, V3 Fin 120 80
ProtoMan V1, V2, V3 LongSword 200 100
WideSword 200 100
MagicMan V1 MagicFire 160 80
MagicMan V2 MagicFire 160 120
LifeVirus Sword 200 150
Laser 200 100
Meteor 200 100
ShadowMan V1, SP Shuriken 200 150
Bakufu 200 100
Bass AirBurst 200 150
Explosion (all variants) 300 200

Drop rates

Drop rates for enemies were changed. Notably, you no longer need a Busting LV. S in order to get chips like LeafShld and Dropdown, which were very hard to get from a battle in MMBN1.

General changes

  • Busting LV. 4 now consistently drops slightly better rewards.
  • Enemies that drop chips no longer drop Zennys at Busting LV. S.
  • It is now significantly easier to get the best chip drop from enemies. The best chip can now drop starting from LV. 8 rather than LV. 9.

Enemy-specific changes

  • Spooky now drops Recov10 L instead of Recov10 G.
  • Spooky2 now drops Recov50 L instead of Recov50 A, and Recov80 L instead of Recov80 A.
  • Spooky3 now drops Recov50 C instead of Recov50 E, and Recov150 L instead of Recov150 G, and Recov200 L instead of Recov200 A.
  • HardHead drops Howitzer H at lower Busting LVs, and now drops Howitzer C at highest Busting LVs.
  • ColdBear now drops IceCube * instead of IceCube L.
  • VolGear, VolGear2, Fishy2, Miney, Cloudy1, Cloudy2, Popper, Billy, Billy2, ProgMk1, ProgMk2, Anaconda, Anaconda2 now drop their chips in * code at highest Busting LVs.
  • VolGear, Fishy2, Miney, Jelly, HeatJelly, BigJelly, Popper2, Popper3, ProgMk2, ProgMk3, Anaconda2 and Anaconda3 now drop their chips at lower Busting LVs.
  • SkullMan now drops SkullMan D instead of SkullMan S (all versions).
  • ShadowMan now drops ShadoMan T instead of ShadoMan S (all versions).

BattleChip Changes

  • New chips: (176) MegaManSF S, (177) ClockMan C, (178) ClockMan2 C, (179) ClockMan3 C, and event only (181) Rogue B.
    • Bass appears in Undernet12 if you have 178 different chips in your Library (in BN1, you needed 174).
    • Bass F chip number was changed from 176 to 180, and no longer be traded or be lost in a Real multiplayer battle.
  • New Programs Advances:
    • DoubleMegaMan (Barrier * - FtrSword S - BstrSwrd S - MegaManSF S),
    • DoubleHero2 (FtrSword B - KngtSwrd B - HeroSwrd B - Rogue B).
  • IronBody lasts for 15 seconds instead of 30 seconds. The damage you receive is reduced to 1/4 (rounded up) instead of 1/8 (rounded up).
  • Anubis' drain speed is slower, now it's 1 HP every 8 frames instead of 1 HP every 2 frames.
  • Steal can't take the back columns. Also, stolen area returns to normal after 3 turns.
  • Interrupt only destroys 1 opponent's chip instead of all of them.
  • SlowGauge and FastGauge has tick sound effect when the arrow points to the gauge.
  • While Roll's chip damage have increased, the HP you heal is still the same as MMBN1.
  • MagicMan chips have a 1-in-2 chance to insta-kill viruses; in MMBN1, this was a 1-in-4 chance.
  • Bass's attack animation have been sped up.
  • PwrCanon PA now can be used in the L code.
  • Time limit PAs have a different "power up" visual effect.
  • LifeSavr PA now heals only 500 HP and provides 10 seconds of invisibility, instead of full heal and 30 seconds of invisibility.

Code

Some chip codes have been altered. All * chips can substitute for their Program Advances, e.g. PoweredCannon can now be used with L code.

Chip MMBN1 EXEOSS
ShotGun K M N Q R K M N R *
CrossGun C E F J K E F J K *
Bubbler A K L P S A K P S *
Heater C F G K O F G K O *
MiniBomb C E J L P C E J L*
FireTowr E F L M T E F M T *
AquaTowr A C G H R C G H R *
WoodTowr B C H K N B C K N *
Thunder1 A E G H S A G H S *
Thunder2 B C F I L C F I L *
RingZap1 G H M N P G H N P *
RingZap2 C E G J L C E J L *
Snakegg1 B E G M N B E M N *
Snakegg2 C E H N P C E N P *
BodyBurn E F K M N E F K M *
X-Panel1 B D G L S B G L S *
X-Panel3 B D G L S B G L S *
Hammer A F I M Q A F I M *
Recov10 A C E G L A C E L *
Recov30 A C E G L B C D L *
Recov50 A C E G L C L M S *
Recov80 A C E G L C E L N *
Recov120 A C E G L F H L R *
Recov150 A C E G L D K L M O
Recov200 A C E G L I J L N Q
Recov300 A C E G L G L O P T
Steal A E L P S A E L S *
Geddon1 F H J L N H J L N *
Geddon2 A B E I K A B E K Q
Repair A G H K S A G H S *
Cloud B G H O R B H O R *
Cloudier A D I M P A I M P *
Mine1 G H M N P G H M N *
Mine2 C E G J L C E J L *
Remobit1 A C F N O A C N O *
Remobit2 B D E H I B D E I *
IceCube A C I L M A C I M *
RockCube B E G M O B G M O *
SloGauge H K N O Q Q *
FstGauge A C E L N A *
Invis1 I J L O Q I J L Q *
Barrier D F M R S *
GutsMan G G *
SkullMan S D
SkullMn2 S D
SkullMn3 S D
ShadoMan S T
ShadoMn2 S T
ShadoMn3 S T

Attack Power

Attack power of some chips and Program Advances have been altered. Additionally, PAs that use the original attack power of chips, now use the new attack power.

Chip BN1 OSS
LongSwrd 80 100
FireSwrd 100 120
ElecSwrd 120 130
GutsPnch 60 160
IcePunch 80 150
Howitzer 150 200
Ratton1 80 90
Ratton2 100 110
Ratton3 120 130
BodyBurn 100 180
Hammer 100 220
Cloud 30 60
Cloudier 50 80
Roll2 80 100
Roll3 100 140
FireMan 100 110
FireMan2 120 140
FireMan3 150 180
IceMan 60 80
IceMan2 80 100
IceMan3 100 120
ColorMan 90 120
ColorMn2 110 140
ColorMn3 130 160
WoodMan 60 70
WoodMan2 80 100
WoodMan3 100 130
SharkMan 90 110
SharkMn2 110 130
SharkMn3 130 150
PharoMan 100 120
PharoMn2 120 140
PharoMn3 140 160
ShadoMan 80 60
ShadoMn2 90 70
ShadoMn3 100 80
BgStrait 250 350
GtsShoot 500 400

References