Mega Man Battle Network 5 Double Team

Megaman Battle Network 5 Double Team DS is a port of the GBA versions of the game on a DS cart. Both versions can be played from one cart and the game has some additional features not present in the original.

Animations
sTSeNW6GLas It's no secret the game chooses to keep its 3D models oddly stiff, but in this video, several unused animations of the 3D models in the game are revealed.

Megaman normally has the idle, nodding, and arm animations. However, another animation shows him crouching from the idle animation. It is worth noting that this animation closely resembles the overworld sprite version. Protoman and Colonel have comparable animations and would suggest the 3D model may have mimicked what was going on in the map in that regard. However, the 3D model isn't shown when in the cyberworld which may explain why those animations are unused.

The Megaman model also features strange "punched" animations where it seems like he is being punched from all sides before returning to idle. Judging by the reaction, it may be possible the player would have been allowed to continually tap Megaman to create this reaction, as a similar feature is found in Megaman Star Force. Protoman and Colonel have entirely different animations which wouldn't seem to fit in any parts of the game.

3D models
mrGIQE3_a4A This video shows the full 3D models for some locations from the game. Of course, the final game doesn't have 3D graphics, but what makes it stranger is that these 3D models were found in the Megaman Star Force rom. This leads to speculation that either Battle Network 5 or Star Force were going to have full 3D graphics at one point. It is worth nothing that the textures the foot and buster model use are actually used by the 3D models in this game.

Textures


There are textures for Megaman's facial expressions. Eye and mouth combinations can be combined using commands in the text. However, the game can't and never uses the mouth opening textures. Presumably these would have been used for the speaking lines when the 3D model is present and was too difficult to implement.

Compilation text
Some of the text from the game's code can be found in plain text in the game. Only the touch screen menus have some leftover text because it was made after porting the game. classOBJ3D

EXIT ACCESS GOTOMAP PLUGOUT ITEM_PLACE ACCESS_BUTTON TOUCH_ITEMSTATIC_TOUCH_ITEM DYNAMIC_TOUCH_ITEM

CHIP PA_MEMO RAW_CHIP LIB_CHIP FONT_MESS CHIP_INFO EFFECT CHIP_ICON CHIP_LONG_INFO

EXE DS SAVE 0006

classFADE

classPETNAVI C_MOJI.CPP HEAP MEMORY OVER! MojiPixMemSet Data_buff Over!! MojiPixMemSet Heap Over!!

classPARTY_EDIT_COMMON MakePix Heap Over!!

NAVI_NAME ACCESS_HP AREA_NAME ACCESS_ZENNY ACCESS_BUGPIECE

classMINIGAME classPETSUBCHIP classPETNAVI classPETLIBRARY classPETCHIPFOLDER classPETTRADER classPETKEYITEM classPETMAIL PLUGIN classPET classCUBE_EFC LINK WAIT!!

classPETCONNECT classSTAFFROLL classCLEARTIME classTHANKU_DISP classCLEARSAVE

classMAPOBJ MAPOBJ.CPP

PETIT_WAKU PETIT_ITEM PETIT_CURSOR PETIT_MESSAGE