[Request] Mega Man Battle Network Legacy Collection 1+2

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jerrylee4
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by jerrylee4 »

wepon1984 wrote:
Sat Apr 15, 2023 8:10 am
Update 14: Update script for MMNB4, hopefully this will make it work more of the time Also Added Double Soul code.

Note: Not sure I'm going to be able to find much else for MMBNLC2 since the anti-cheat coding is very annoying to get around, especially with MMBN4
Previous Updates
Update 13: Update script for MMNB4, hopefully this will make it work more of the time. Added HP under the scan script. Erased invalid wind chips from MMNB4 dropdownlist.

Update 12: Finally got around to working on MMNB4 again. Fixed the Chip Droplist for MMBN4 for missing chips and chips that were incorrect. Added an AOBScan script that can hopefully find the chip list and subchips every time it is run. There is still anti-cheat coding that prevents you from changing qtys for any chips not in your library, so make sure you have it in your library or risk breaking your save.

Update 11:Added Chip Droplist for MMBN 2 & 3. Updated Chip Names for MMBN 4 list.

Update 10: Fixed up some of the pointers for MMBN 5 & 6. Also added Battle Drop codes for both MMBN 5 & 6 and the corresponding Chip / Bug Frag / Zenny lists.

Update 9: Added some more stuff for Style address in MMBN3

Update 8: Added Crossover Points for MMBN5 & 6. Also added Beast Out Turns for MMBN6

Update 7: Added a bunch of codes for all MMBN games.

MMBN 1:
Steps Since Last Battle, set to 0 for very low chance of battle
Invincible in Battle
Custom Gauge
Busting Level

MMBN 2 & 3 & 5 & 6:
Sneak Run Duration
Steps Since Last Battle, set to 0 for very low chance of battle
Invincible in Battle
Custom Gauge
Busting Level

MMBN 4:
Invincible in Battle
Custom Gauge
Busting Level

Update 6: Added Subchips, BugFrags, Style, and P.A Notes code address for MMBN 2 & 3. Also added Navi Customizer Blocks for MMBN3.

Update 5: Updated Drop code for MMBN4. Now includes section for second possible drop, number of drops, and values for Bug Frags and Zenny's. Just make sure to freeze the values before battle ends.

Update 4: Added Chip List of MMBN6. Changes only work when you are NOT in any menus or battle. Saving any changes will also update the library.

Update 3: Added Chip List of MMBN5. Changes only work when you are NOT in any menus or battle. Saving any changes will also update the library.

Update 2:Added something for MMBN4. This game seems to have some very severe CRC checks so the best method I could find to add Chips is by modifying what chip drops at the end of battle.

This needs to be tested by other people as it seems like the Emulator the game runs on seems to always grab the same set of addresses for the game. Trying to find pointers for the address seems to return 0 results for me, so hopefully someone has better luck finding it. Otherwise if the address or the way the emulator works changes, the code will stop working.

Update 1:Added Chip List for MMBN 3.
To update library changes you will need to get a new Chip. A
Any changes to qty for chips not in your Library will cause the savefile to Break, so make sure to update the Library first

Here's some stuff for the Chip Library for MMBN1 & 2.
MMBN3 will take some time as the game keeps crashing and breaking when I play with the code.
MMBNLC2 doesnn't work anymore after the newest game update.
Last edited by jerrylee4 on Wed Jul 05, 2023 2:16 pm, edited 1 time in total.

jerrylee4
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by jerrylee4 »

Could someone make a decryption script or code to import saved games from another Steam account?

shokeyshah
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by shokeyshah »

I'm a stay-at-home parent so having CE to spend time on games (instead of grinding) is huge. Unfortunately these tables are outdated as of the small update (03 July Capcom update). If you have time, please update :) I'm too basic to do more than update zenny or quantity of chips in library on my own...
wepon1984 wrote:
Sat Apr 15, 2023 8:10 am
Update 14: Update script for MMNB4, hopefully this will make it work more of the time Also Added Double Soul code.

Note: Not sure I'm going to be able to find much else for MMBNLC2 since the anti-cheat coding is very annoying to get around, especially with MMBN4
Previous Updates
Update 13: Update script for MMNB4, hopefully this will make it work more of the time. Added HP under the scan script. Erased invalid wind chips from MMNB4 dropdownlist.

Update 12: Finally got around to working on MMNB4 again. Fixed the Chip Droplist for MMBN4 for missing chips and chips that were incorrect. Added an AOBScan script that can hopefully find the chip list and subchips every time it is run. There is still anti-cheat coding that prevents you from changing qtys for any chips not in your library, so make sure you have it in your library or risk breaking your save.

Update 11:Added Chip Droplist for MMBN 2 & 3. Updated Chip Names for MMBN 4 list.

Update 10: Fixed up some of the pointers for MMBN 5 & 6. Also added Battle Drop codes for both MMBN 5 & 6 and the corresponding Chip / Bug Frag / Zenny lists.

Update 9: Added some more stuff for Style address in MMBN3

Update 8: Added Crossover Points for MMBN5 & 6. Also added Beast Out Turns for MMBN6

Update 7: Added a bunch of codes for all MMBN games.

MMBN 1:
Steps Since Last Battle, set to 0 for very low chance of battle
Invincible in Battle
Custom Gauge
Busting Level

MMBN 2 & 3 & 5 & 6:
Sneak Run Duration
Steps Since Last Battle, set to 0 for very low chance of battle
Invincible in Battle
Custom Gauge
Busting Level

MMBN 4:
Invincible in Battle
Custom Gauge
Busting Level

Update 6: Added Subchips, BugFrags, Style, and P.A Notes code address for MMBN 2 & 3. Also added Navi Customizer Blocks for MMBN3.

Update 5: Updated Drop code for MMBN4. Now includes section for second possible drop, number of drops, and values for Bug Frags and Zenny's. Just make sure to freeze the values before battle ends.

Update 4: Added Chip List of MMBN6. Changes only work when you are NOT in any menus or battle. Saving any changes will also update the library.

Update 3: Added Chip List of MMBN5. Changes only work when you are NOT in any menus or battle. Saving any changes will also update the library.

Update 2:Added something for MMBN4. This game seems to have some very severe CRC checks so the best method I could find to add Chips is by modifying what chip drops at the end of battle.

This needs to be tested by other people as it seems like the Emulator the game runs on seems to always grab the same set of addresses for the game. Trying to find pointers for the address seems to return 0 results for me, so hopefully someone has better luck finding it. Otherwise if the address or the way the emulator works changes, the code will stop working.

Update 1:Added Chip List for MMBN 3.
To update library changes you will need to get a new Chip. A
Any changes to qty for chips not in your Library will cause the savefile to Break, so make sure to update the Library first

Here's some stuff for the Chip Library for MMBN1 & 2.
MMBN3 will take some time as the game keeps crashing and breaking when I play with the code.

HedgehogNinja
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by HedgehogNinja »

I know this was mentioned in the first post but, does anybody have a script or table with crossover points for BN5?

PixelMooster
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by PixelMooster »

Are we able to get an update version of the cheat table if possible?
To be completely honest I died to the final boss of MMBN1 and I don't wanna fight Magic Man again because that boss is like purely based on RNG

cgar420
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by cgar420 »

If you downgrade to the old version, you can still use the cheat tables from before. Then update once you unlock everything. Worked for me to get pvp ready fast

Just google/youtube "downgrade steam game"

ArtemisAbsol
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by ArtemisAbsol »

Downgrading didn't seem to work and allow the old engines to work. Any updates and information regarding updates on these tables would be very appreciated!

jerrylee4
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by jerrylee4 »

it works
u must put the old version to the instal folder not the download folder
delete the newest version

Dreadedsolja
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by Dreadedsolja »

I am unable to downgrade the version on steam it does not have any betas to downgrade to. is there another way or can we just get that updated table and call it a day?

ArtemisAbsol
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by ArtemisAbsol »

I've been brute-forcing Chip ID drops using a previous table that still (partially) works (from this post viewtopic.php?p=294935#p294935 ), since minimizing the chip grind is most of what Im' focused on (for now).

Haven't found any decent pattern just yet, though.

[Link]


Any bumps to updating these tables would be greatly appreciated.

applethal
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by applethal »

Anyone got the adress for zennies or bug frags in mmbn5 ?

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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by smashbro596 »

we need an update! please! anyone?

afriendlyirin
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by afriendlyirin »

I updated wepon1984's table. I fixed the search script, added the letter codes to the chip list cheats, and added addresses for HP and current area (if you want to try teleporting). Couldn't find level though; I assume that's derived from PowerUps and HPMemorys used rather than a hard value.

(The area list for MMBN1 is incomplete; since there's no area indicator in the menu I would have to manually enter every area and I am not doing that.)

Is there a central repository or wiki we can add these tables to?

Update 4: Added encounter controller for MMBN3. List doesn't include literally every encounter because I'm not completely insane, but it does have values for all V3 Navis up to DrillMan as well as some rare viruses. (If you feel like completing the list for whatever reason, values are always spaced 8 apart and generally follow the order encounters are listed on the Rockman.EXE Zone.) Also added active program and bug addresses, so you can force Press and Energy Change to be always active (hallelujah).
Previous updates
Update 3: Completed library and added chip codes for MMBN3. Area list now disallows manual input.

Update 2: Updated the base address search script to search a broader range. MMBN3 area list now includes the Secret Net areas and a warning that forcibly changing the area data to any Undernet area will crash the game. I also fixed a few of the NaviCust block addresses that were named incorrectly.

Update 1: Added an area list for MMBN3, but it's still missing a few of the postgame areas. I also discovered that the library list was backwards; for some reason, the upper bits correspond to earlier library entries. Details are hard to suss out though due to the library glitching out when tampered with. I tried investigating why the library breaks when manually altered, but I don't think I'm a good enough coder to figure it out; some relevant addresses I found are listed in the "Debug" section.
Attachments
MMBN_LC1.CT
Based on table by wepon1984.
(3.53 MiB) Downloaded 767 times
Last edited by afriendlyirin on Mon Oct 16, 2023 8:23 pm, edited 5 times in total.

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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by afriendlyirin »

UPDATE: Never mind, the base address just changed. I've updated the search script to accommodate it. Attempting to change the area to any Undernet area seems to cause a crash, however.

Sorry for the double post, but I've hit a snag. The game (LC vol. 1) crashed when I tried to set the area to Undernet 4 for MMBN3. When I restarted and attempted to attach Cheat Engine again, I discovered Cheat Engine has become unable to read the game's memory. I did not receive any error messages, but attempting to view the memory editor just shows everything as question marks. It still appears able to read code, but not memory.


Unrelatedly, I'd like to make my own request: The ability to control the next encounter spawn. I wasted way too much of my life trying to run into the random encounter Navis. I added this myself; download the updated table from the previous post.
Last edited by afriendlyirin on Mon Oct 16, 2023 8:24 pm, edited 1 time in total.

flamefury
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by flamefury »

wepon1984 wrote:
Sat Apr 15, 2023 8:10 am
Update 17: Added scripts to scan for the starting base address for both Game Collections. This should hopefully help make it easier to fight against any updates that Capcom makes to the game.

Note: Not sure I'm going to be able to find much else for MMBNLC2 since the anti-cheat coding is very annoying to get around, especially with MMBN4
Previous Updates
Update 16: Fixed up the table for MMBNLC2, haven't fully checked everything but it should be working now

Update 15: Did a quick pointer update for MMBNLC1. More time will be needed for updating the table for MMBNLC2 as the pointer structures has all changed.

Update 14: Update script for MMNB4, hopefully this will make it work more of the time Also Added Double Soul code.

Update 13: Update script for MMNB4, hopefully this will make it work more of the time. Added HP under the scan script. Erased invalid wind chips from MMNB4 dropdownlist.

Update 12: Finally got around to working on MMNB4 again. Fixed the Chip Droplist for MMBN4 for missing chips and chips that were incorrect. Added an AOBScan script that can hopefully find the chip list and subchips every time it is run. There is still anti-cheat coding that prevents you from changing qtys for any chips not in your library, so make sure you have it in your library or risk breaking your save.

Update 11:Added Chip Droplist for MMBN 2 & 3. Updated Chip Names for MMBN 4 list.

Update 10: Fixed up some of the pointers for MMBN 5 & 6. Also added Battle Drop codes for both MMBN 5 & 6 and the corresponding Chip / Bug Frag / Zenny lists.

Update 9: Added some more stuff for Style address in MMBN3

Update 8: Added Crossover Points for MMBN5 & 6. Also added Beast Out Turns for MMBN6

Update 7: Added a bunch of codes for all MMBN games.

MMBN 1:
Steps Since Last Battle, set to 0 for very low chance of battle
Invincible in Battle
Custom Gauge
Busting Level

MMBN 2 & 3 & 5 & 6:
Sneak Run Duration
Steps Since Last Battle, set to 0 for very low chance of battle
Invincible in Battle
Custom Gauge
Busting Level

MMBN 4:
Invincible in Battle
Custom Gauge
Busting Level

Update 6: Added Subchips, BugFrags, Style, and P.A Notes code address for MMBN 2 & 3. Also added Navi Customizer Blocks for MMBN3.

Update 5: Updated Drop code for MMBN4. Now includes section for second possible drop, number of drops, and values for Bug Frags and Zenny's. Just make sure to freeze the values before battle ends.

Update 4: Added Chip List of MMBN6. Changes only work when you are NOT in any menus or battle. Saving any changes will also update the library.

Update 3: Added Chip List of MMBN5. Changes only work when you are NOT in any menus or battle. Saving any changes will also update the library.

Update 2:Added something for MMBN4. This game seems to have some very severe CRC checks so the best method I could find to add Chips is by modifying what chip drops at the end of battle.

This needs to be tested by other people as it seems like the Emulator the game runs on seems to always grab the same set of addresses for the game. Trying to find pointers for the address seems to return 0 results for me, so hopefully someone has better luck finding it. Otherwise if the address or the way the emulator works changes, the code will stop working.

Update 1:Added Chip List for MMBN 3.
To update library changes you will need to get a new Chip. A
Any changes to qty for chips not in your Library will cause the savefile to Break, so make sure to update the Library first

Here's some stuff for the Chip Library for MMBN1 & 2.
MMBN3 will take some time as the game keeps crashing and breaking when I play with the code.
Looks like the script needs to be updated again. The latest update removed Denuvo ([Link]), which I think made the base address finding script not work.

Toying around (because I'm not that good at this sorta thing yet), I was able to make the LC2 table work again by just scanning from 0 to 7FFFFFFFF, which is probably not efficient, but it works so I'll take it.

Thankfully, the tables don't need to be modified from what I can tell. I've uploaded my minor modification, but if you come up with a better one, by all means. Thanks so much for the initial CTs! Really saved a lot of headaches.
Attachments
MMBN_LC2_1014.CT
(1.24 MiB) Downloaded 774 times

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