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

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

Post by HolyRabbid »

I don't know if anyone will find this helpful, but I've figured out how to lock the Patch Card memory limit to 0MB. This way, you can upload and use as many patch cards as you like!

I would still use this with caution, as I have not tested this with Battle Network 6 of the Legacy Collection.
MMBN_LC2 BN5 Patch Memory Limit Release.CT
(342 Bytes) Downloaded 159 times

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

Post by Darigazz »

Currently using FlameFury's CT. Can't seem to change the Style Lvl from 1 in MMBN3. Everything else works. Anyone have a CT that will change the style level for MMBN3?

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

Post by HolyRabbid »

I've been messing with the values in Battle Network 3, but I just can't find the exact values for the Buster stats. Unlike BN5, it doesn't seem like those values are in hex form.

I want to be able to set the Buster stats to 10 ATK, 5 SPD, and 20 CHG.

Has anyone else tried editing the stats directly?

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

Post by flamefury »

[Link]
[Link]

Once again, LC1 and LC2 were updated, and once again, the cheat tables have broken.

I did a quickfix on the base address search for both, which worked for me. Haven't had the time yet to do a thorough check, so if you guys could let me know if these work against December 2nd version of MMBNLC1 (Build ID: 15660812) and MMBNLC2 (Build ID: 15672573), that would be great.

The base address search for LC1 now is a lot slower, but I only care about it working.

EDIT: New update made online functions unusable. They will likely need to patch it later which may make the tables break again. Just a heads-up.

EDIT 2: The new update was rolled back.
[Link]
[Link]
However, the attached cheat tables still work from my testing. Will leave it up here in case they try to reintroduce ASLR again at a later date.

EDIT 3: If the script does not appear to be able to find the right addresses, try turning Buster MAX off if it's on.
Attachments
MMBN_LC2.CT
(1.24 MiB) Downloaded 434 times
MMBN_LC1.CT
(3.53 MiB) Downloaded 437 times
Last edited by flamefury on Fri Jun 06, 2025 9:21 pm, edited 1 time in total.

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

Post by nustrike »

Is it still impossible to make an all-chip cheat for 4 now?
I don't want to change drop chip for both version...

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

Post by macslayerz »

I start the game is press start enable after starting a game, it cycles then nothing at all happens.

hiro9796
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by hiro9796 »

Hello there. For Battle Network 4 in drop tables, Magbolt 1 * is missing from the selection. It is a legit obtainable chip from the chip trader so can we have that added again?

Also how do you use the chip list for all Battle Network, I tap on that and nothing happens. What is that supposed to do? Give all chips in 99 quantities?

hiro9796
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2

Post by hiro9796 »

Might as well mentioned that for BN4. Even Lightning 1 * is possible to be obtained in the game as long as the red sun player providing thunderman in the waiting room doesn't collect more than 15 HP Memories (Max HP less than 400 without navi cust/patch cards)

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

Post by cruzburger »

I am also having the issue of BN2 not loading the script properly. I click to activate and it spins for a bit then simply does not work. It was fine for BN1, but seems not to be good for BN2. The table is the one posted by flamefury on Dec 2, 2024.

Update: Feb 17, 2025 - It just works again?

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

Post by hiro9796 »

Allow me to reiterate all my post again just in case. Most of the chips in battle drop manipulation for Battle Network 4, however, I found out there is a problem.
1. Magbolt 1 and Lightning 1 (Secret chip) are available in Asterisk code but they're not in the list for battle drops. The other chips have no problem with this at all because they are already there.
2. HawkCut3 Z didn't give me the chip in that code. In battle, it was listed as HawkCut3 Y but there is nothing added to the pack, not even a library entry if start a new game.

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

Post by hiro9796 »

If this forum is still active, I feel like what the tables should have is getting a specific random encounter to fight. BN1, BN2 and BN4 hasn't got any of that support and I feel like it needs it more than ever.

Bass is really hard to spawn in BN1 and so does other WWW Navis alongside Shadowman and Pharaohman.
Subchip in BN2 simply didn't really work out well, plus Bass and Planetman has random encounters in the same room.
And for BN4, it simply because if you tried to fight Non-elemental Navis in Game 3, the viruses are too strong for Sneak run to filter at max 1000 HP. Pretty much everyone at Foreign Net Areas and Protoman tends to be the victim of this poorly coded Undernet 6.

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

Post by flamefury »

nustrike wrote:
Fri Dec 27, 2024 1:51 am
Is it still impossible to make an all-chip cheat for 4 now?
I don't want to change drop chip for both version...
Out of my paygrade but as far as I know, extremely difficult to do. BN4 is just a massive headache to mess with.
macslayerz wrote:
Tue Dec 31, 2024 3:37 am
I start the game is press start enable after starting a game, it cycles then nothing at all happens.
cruzburger wrote:
Sun Feb 16, 2025 8:11 pm
I am also having the issue of BN2 not loading the script properly. I click to activate and it spins for a bit then simply does not work. It was fine for BN1, but seems not to be good for BN2. The table is the one posted by flamefury on Dec 2, 2024.

Update: Feb 17, 2025 - It just works again?
I may have made the LC1 script search too strict. It could be Buster MAX mode affecting it, so try keeping it off before searching.
hiro9796 wrote:
Sun Feb 02, 2025 1:38 am
Hello there. For Battle Network 4 in drop tables, Magbolt 1 * is missing from the selection. It is a legit obtainable chip from the chip trader so can we have that added again?

Also how do you use the chip list for all Battle Network, I tap on that and nothing happens. What is that supposed to do? Give all chips in 99 quantities?
hiro9796 wrote:
Sun Feb 02, 2025 11:20 pm
Might as well mentioned that for BN4. Even Lightning 1 * is possible to be obtained in the game as long as the red sun player providing thunderman in the waiting room doesn't collect more than 15 HP Memories (Max HP less than 400 without navi cust/patch cards)
hiro9796 wrote:
Wed Feb 26, 2025 9:34 pm
Allow me to reiterate all my post again just in case. Most of the chips in battle drop manipulation for Battle Network 4, however, I found out there is a problem.
1. Magbolt 1 and Lightning 1 (Secret chip) are available in Asterisk code but they're not in the list for battle drops. The other chips have no problem with this at all because they are already there.
2. HawkCut3 Z didn't give me the chip in that code. In battle, it was listed as HawkCut3 Y but there is nothing added to the pack, not even a library entry if start a new game.
Updated the BN4 chip list to add MagBolt1 *, Lightning1 * and fixed HawkCut3 Z.
The list is not a cheat code. It is just a list of values for each of the game's chips. It will not add to your pack. It's editing this list that you can fix entries in it, should you find any more errors.
hiro9796 wrote:
Sat Mar 29, 2025 11:08 pm
If this forum is still active, I feel like what the tables should have is getting a specific random encounter to fight. BN1, BN2 and BN4 hasn't got any of that support and I feel like it needs it more than ever.

Bass is really hard to spawn in BN1 and so does other WWW Navis alongside Shadowman and Pharaohman.
Subchip in BN2 simply didn't really work out well, plus Bass and Planetman has random encounters in the same room.
And for BN4, it simply because if you tried to fight Non-elemental Navis in Game 3, the viruses are too strong for Sneak run to filter at max 1000 HP. Pretty much everyone at Foreign Net Areas and Protoman tends to be the victim of this poorly coded Undernet 6.
BN1 you can do RNG manipulations to guarantee encounters. I farmed Bass and the other V3s in this way.
[Link]

While the initial encounter is tough, it's possible to LocEnemy once you do in every game from 2 onward.
Forcing encounters would be nice but it'd take some time to do that code (assuming one doesn't already exist for GBA anyway).
Attachments
MMBN_LC2.CT
(1.24 MiB) Downloaded 11 times

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