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Mega Man Battle Network 6/Regional Differences

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This is a sub-page of Mega Man Battle Network 6.

Map Changes

The international versions removed three maps from the game: Undernet 3, Graveyard 1, and Immortal Area. Removing Undernet 3 and Graveyard 1 makes the post-game much shorter and forces a relocation of the Bug Frag trader to Underground 2, as well as the creation of a new shop in Undernet Zero to give the player the remaining Battle Chips. Because the Immortal Area was removed, the item Bass drops in Undernet Zero is instead used on a door in Graveyard 2 which was not there in the Japanese version.

Japan International
Rockman.EXE 6 - Underground 2 Entrance.png
Rockman.EXE 6 - Undernet Zero No Shop.png
Mega Man Battle Network 6 - Underground 2 No Entrance.png
Mega Man Battle Network 6 - Undernet Zero Shop.png

Perhaps due to cartridge limitations, the removal of these maps also meant all their dialog was removed. Graveyard 1, in particular had text for many tombstones in the area naming all the Navis in the series (including Network Transmission and Battle Chip Challenge), which could have led to more space the cartridge didn't have.

If attempted to be loaded through the cheats below, the game will only show a black screen and will crash sometime after 4 minutes have passed.

Undernet3
82001B84 0395

Graveyard1
82001B84 0096

ImmortalArea
82001B84 0296

Rockman.EXE 6 MapStand.png Rockman.EXE 6 MapPreview.png

Also, in the Japanese version, each map had a place where the player could check for a preview of the current map. In international versions, the text is still translated and in the game, but the map graphics were removed along with the post used to check them.

Crossover Features

Like Battle Network 4 and 5, 6 also has references to the Boktai series. Unfortunately, the US and European versions removed most of that content, likely because Boktai 3 was never released outside of Japan. All the events, dialog, maps, and Crossover features were removed in localized releases. It is also not possible to fight the Count in the US and European versions as the boss data was also removed (an idle MegaMan replaces the Count's boss appearance in battle). If the Crossover Battle menu is hacked into from the Star Screen, it is still possible to establish a connection with a Japanese Boktai 3 on any version of Battle Network 6. Nothing will happen in the battle because the Count can't fight.

The Crossover event when the player first fights the Count and afterwards was broken for the localized releases. This means it is not possible to trigger the event normally during battle. However, this text is still entirely intact and translated, and was later used for the Mega Man Battle Network Legacy Collection; strangely, at one point, the Count is referred to as Count Zap (the former operator of ElecMan), which was never fixed.

[MegaMan]
The attack...
It didn't work...

[Count]
There is no way you
can hurt me with
your puny attacks!
 
Let's end this game!
C'mon! Show me what
you've got!

[MegaMan]
Yahhhhhhhh!!

[Django]
That's enough,Zap!

[Count]
What was that!?

Gwwwahhhh!!

[MegaMan]
You...You...!

(After the first battle)

[Count]
Gwwaaahhhh!!

You can never
stop me!!

Waaaaaaaaahh!

[MegaMan]
He's still got
some fight left!

[Count]
Gwwahhhhhh!!
I'll never lose!

[Django]
MegaMan!!

MegaMan,let's do
this together!

[MegaMan]
OK!!

[Count]
Grrrrrrrghh!

Therefore, the music "伯爵 (Hakushaku) -Crossover Ver.-" in the international version is unused, either. The associated Battle Chips with the exception of the three standard GunDelSol Chips were also removed and have varying effects if hacked into a folder:

  • The GunDelEX Chip works as intended without issue.
  • The Django and Count (transliterated as "Hack Jack") Chip series all crash the game, however the Crossover Program Advance can still be activated, with Django appearing as a white dot but everything else appearing fine.
  • The Otenko Battle Chip doesn't crash the game, but has random effects depending on the battle.

Due to an oversight, it actually is possible to obtain CountSP in international versions as the developers neglected to remove its Gold Mystery Data drop in Graveyard (2).

Beast Link Gate

Because the hardware never caught on in the states, the US and European versions do not work with the Beast Link Gate and had its features removed. This means it is not possible to get the Beast Link Gate icon on the title screen and the player can't use leveled up Link Navis. This also means there is no legitimate way to play as ProtoMan in non-Japan versions. The Navi Change Machine in Tab's shop can still be triggered in the game through a cheat though. To get the Beast Link Gate icon on the title screen, the player has to defeat Bass SP with all of their version-specific Navi Data Chips. Through cheats, it is still possible to obtain it this way and each character even had all their dialog translated for their encounter and defeat of Bass.

The reason the Gate doesn't work on the US ROMs is because the Gate originally returned an address of FFC4 to connect with the games. Capcom, in their infinite wisdom, decided that they didn't want the Gate to be region free, and changed the game to accept a Gate address of FF00, rendering the Gate inaccessible. By using a program, such as Hex Workshop, it IS possible to re-enable the Beast Link Gate for US games, to put on Flash Carts, or reproduction carts. The addresses to change in Hex Workshop are as follows. For Gregar, goto FF 27 3F 02 and change them to to 1F 02 C4 37 this is in the 00146336 area on the lefthand side. For Falzar, goto FF 27 3F 02 and change them to 1F 02 C4 37 this is in the 001447E6 area on the lefthand side.

By editing the game, it is 100% possible to play as ProtoMan, use Leveled Up Link Navis, and obtain the Beast Link Gate Icon without the use of cheats in the US version of the games. All the Beast Link Gate-exclusive Chips (DarkSword, DarkInvis, DarkThunder, DarkPlus, DarkRecover, PunchArm, NeedleArm, PulseArm, BoomerangArm, and SynchroTrigger) also work as intended without issue.

e-Reader Cards

For the same reasons as above, the e-Reader features were removed and unlike in the previous game, the cards can't be re-activated through cheats or hacking. Anything related to the e-cards were removed in localized versions and the Request BBS has all the requests available to the player without the need of the e-cards. Also, because e-Reader features were removed, it is not possible to obtain the Double Beast, Gregar and Falzar chips normally.

Unlike every other game in the series, the Gregar and Falzar Giga Chips were also broken meaning even if they're hacked into a folder, they freeze the game because all the data about the chips was removed, including graphics. Despite also going unused, the DoubleBeast Mega Chip works as intended, although it and Gregar's name appears as "ザザザザ" in-game.

Tornado Damage Glitch

In the Japanese version of the game, there is a glitch with the Tornado chip that makes it deal more damage. If Tornado is used over an elemental panel like grass or crater panels and has a White Capsule chip on it, instead of the attack paralyzing, it will actually do more damage. This glitch was fixed in the US and EU versions of the game.

The behavior can be explained by this ASM routine:

Japan
080CD8B4 8DA8     ldrh    r0,[r5,#0x2C]
080CD8B6 0040     lsl     r0,r0,#0x1
080CD8B8 85A8     strh    r0,[r5,#0x2C]
US/Europe
080C9FB4 8DA8     ldrh    r0,[r5,#0x2C]
080C9FB6 49AC     ldr     r1,=#0xF800
080C9FB8 1C0A     mov     r2,r1
080C9FBA 4002     and     r2,r0
080C9FBC 4388     bic     r0,r1
080C9FBE 0040     lsl     r0,r0,#0x1
080C9FC0 4310     orr     r0,r2
080C9FC2 85A8     strh    r0,[r5,#0x2C]

In the Japanese version, the routine for calculating the damage of Tornado over an elemental panel simply doubles the halfword that contains Tornado's attack. Attack power doesn't use the 0xF800 bits since those are reserved for special attack attributes like the White Capsule, which is 0x4000. When the routine doubles the halfword, it doubles White Capsule's effect value to 0x8000 which is a double damage effect as well as the original damage doubled.

This was fixed for the US and European versions by a routine that separates the 0xF800 bits, doubles the attack value, then returns the 0xF800 bits so that the Tornado doubles damage and keeps the paralysis effect.

Graphical Differences

Title Screen

Japan North America
Rockman EXE 6 Title Screen.png Mmbn6 title.png

For the final game in the series, changes to the logo for the international version were less drastic compared to the previous games.

Custom Gauge L or R Graphics

Japan USA/Europe
Mmbn6jpnLorR.PNG Mmbn6internationlLorR.PNG

Custom Gauge L or R Graphics is different in the Japanese version.

Anti-Cheat Check

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: How exactly does this check work? Is there an unused flag in the English release?

If the game detects cheats have been used, a comma is added to the end of the first line of the save confirmation text. This was used to check eligibility for official tournaments. This is not included in the English version, either due to Capcom deeming it unnecessary since they never held an official tournament for the series outside of Japan, or simply overlooking the function. This function returns in Mega Man Star Force and has a change in the English release of that game.

(Source: https://www.therockmanexezone.com/interviews/2018/03/20/exe-15th-ann-special-staff-discussion-part-4/)
(Source: https://twitter.com/capkobun/status/973960179774504966)