[Request] Mega Man Battle Network Legacy Collection 1+2
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[Request] Mega Man Battle Network Legacy Collection 1+2
Game Name: Mega Man Battle Network Legacy Collection vol. 1 and vol. 2
Game Engine: emulated.
Game Version: release steam
Options Required: for all games (theres actually 10 3-6 are each split up into two versions): health, custom gauge, invincible, full chip select in battle, max buster stats (rapid, charge, power), full chip library (again, all games.) unrestricted folder building (able to have infinite mega and giga chips in a folder), full program advances, all chips in pack, infinite zenny, infinite bugfrags, infinite subchips, battle chip in battle modifier slots 1-5, chips don't get used up when you use them,
game-specific: 3-6 all navicust blocks, 2-3 style change modifier, 3-6 max navicust size, 3-6 always bugfix navicust, 4-5 soul unison modifier, 4-5 infinite soul/chaos unison time, 6 infinite turns beast mode, 4-5 always dark/light mega man 4-5 no hp penalties on dark chip usage 4-6 emotion modifier, 5 liberation health, 5 infinite liberation turns, 6 infinite beast out form, 6 always in beast out mode, 4-5 no dark chip bugs, 3-6 navi customizer program active, 2-6 99 regular memory (able to load any chip at the start of the battle. yes, including giga chips), 5-6 no mb limits on e-reader/patch codes active, 6 infinite crossover points (for otenko trader)
Steam Website:
Other Info: im writing this up ahead of release. might be more i can think of.
Game Engine: emulated.
Game Version: release steam
Options Required: for all games (theres actually 10 3-6 are each split up into two versions): health, custom gauge, invincible, full chip select in battle, max buster stats (rapid, charge, power), full chip library (again, all games.) unrestricted folder building (able to have infinite mega and giga chips in a folder), full program advances, all chips in pack, infinite zenny, infinite bugfrags, infinite subchips, battle chip in battle modifier slots 1-5, chips don't get used up when you use them,
game-specific: 3-6 all navicust blocks, 2-3 style change modifier, 3-6 max navicust size, 3-6 always bugfix navicust, 4-5 soul unison modifier, 4-5 infinite soul/chaos unison time, 6 infinite turns beast mode, 4-5 always dark/light mega man 4-5 no hp penalties on dark chip usage 4-6 emotion modifier, 5 liberation health, 5 infinite liberation turns, 6 infinite beast out form, 6 always in beast out mode, 4-5 no dark chip bugs, 3-6 navi customizer program active, 2-6 99 regular memory (able to load any chip at the start of the battle. yes, including giga chips), 5-6 no mb limits on e-reader/patch codes active, 6 infinite crossover points (for otenko trader)
Steam Website:
Other Info: im writing this up ahead of release. might be more i can think of.
Last edited by smashbro596 on Wed Apr 12, 2023 8:01 pm, edited 2 times in total.
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2
bump to hype this up. i made this months in advance. cheating routine, set!
EXECUTE.
EXECUTE.
- TwilightStarocean
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2
i dont expect everything to be made at once, but over time.
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2
I'm excited for the Steam release of the MMBN collection! I hope someone creates a table quickly!
Re: [Request] Mega Man Battle Network Legacy Collection 1+2
I've been looking at this myself now the Steam release is out, and thus far can only modify Zeni in BN1. Timer and rank for netbattling eludes me, and I haven't bothered with battlechip number modification yet. I imagine you could also tweak HP & PowerUP count for Megaman, alongside how many chips show up each turn during battle? Plus having the turn gauge fill instantly.
The game speed modification feature in Cheat Engine also doesn't seem to be playing nice, failing to work at all. Unsure if that's due to something on my end or from the game having Denovo security.
The game speed modification feature in Cheat Engine also doesn't seem to be playing nice, failing to work at all. Unsure if that's due to something on my end or from the game having Denovo security.
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Cheat table links/compilation found in this thread
Credits to everyone who contributed in this thread
Cheat Tables made by wepon1984
Links to post: viewtopic.php?p=294298#p294298wepon1984 wrote: ↑Sat Apr 15, 2023 8:10 amUpdate 6: Added Subchips, BugFrags, Style, and P.A Notes code address for MMBN 2 & 3. Also added Navi Customizer Blocks for MMBN3.
Previous Updates
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.Cheat Tables made by allenwalker34
Links to post: viewtopic.php?p=294935#p294935allenwalker34 wrote: ↑Thu Apr 20, 2023 8:14 amSpoiler
Sorry for the machine English. I got Beast Link Gate mark in Japanese version Gregar and Falzar.
Gregar
80205abe:F800
Falzar
80205abe:0700
80205ac0:00c0
After entering these cheat codes in the cheat engine, save and return to the title, and the mark will appear.Based on the cheat code for the Japanese GBA version, you can easily find it by varying the memory address.This is the cheat code site I referred to.All BN cheat codes are listed.
raid.s500.xrea.com/code/gba
And I will upload some cheat codes I have searched.
IDK name of "100人斬り" in English version, so I hope someone translate them.
Please look up the internal ID from that URL.
BN6 is still in the process of researching. More codes may still be added.
Links to post: viewtopic.php?p=295099#p295099Extra cheat (Address) not in cheat table above
allenwalker34 wrote: ↑Fri Apr 21, 2023 1:19 pm
Here,Liberation missons cheat codes.
Infinity order points
80209C3F:08
Infinity Moveable(can move any number of times)
8223E0E2:01
8223E10A:01
8223E132:01
8223E15A:01
8223E182:01Cheat Tables made by zachillios
Links to post: viewtopic.php?p=294344#p294344zachillios wrote: ↑Sat Apr 15, 2023 3:18 pmHere's my table, I added a pointer for the custom gauge so you can get instant turns, total chips in battle so you can always have 15, and infinite health. Let me know if there's anything weird happening with the health script. I'll see if there's anything else that catches my eye as I play.
Last edited by Niihiiliist on Sat Apr 22, 2023 7:40 am, edited 7 times in total.
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2
Niihiiliist, Here is a updated table that included more items.
This is completely your list, I take no credit for it.
Each item is Byte and not 2 Byte which is why you weren't able to see them when searching.
This is completely your list, I take no credit for it.
Each item is Byte and not 2 Byte which is why you weren't able to see them when searching.
- Attachments
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- MMBN_LC1.CT
- Niihiiliist list with added items.
- (3.4 KiB) Downloaded 2495 times
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2
can we at least find the health, zenny, and bugfrags for all games before we worry about the chip amount?
- TwilightStarocean
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2
yes very much yessmashbro596 wrote: ↑Fri Apr 14, 2023 8:53 pmcan we at least find the health, zenny, and bugfrags for all games before we worry about the chip amount?
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2
It seems like if you add 10 to each address, it will give you the next type of chip. If you add 1 to that first chip's address you will get the different letters of the same chip(up to 5 total)KronosHelix wrote: ↑Fri Apr 14, 2023 8:28 pmNiihiiliist, Here is a updated table that included more items.
This is completely your list, I take no credit for it.
Each item is Byte and not 2 Byte which is why you weren't able to see them when searching.
ex: Cannon A = 80204250, Cannon B = 80204251, HiCannon F = 80204260, HiCannon G = 80204261
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2
Nah, I don't care about credit, the more people contribute to the cheat for this game, the better. Also, you're a lifesaver with the addition of the chip cheats, now I won't need to waste my time hunting those pesky V2/V3 Navi chips.KronosHelix wrote: ↑Fri Apr 14, 2023 8:28 pmNiihiiliist, Here is a updated table that included more items.
This is completely your list, I take no credit for it.
Each item is Byte and not 2 Byte which is why you weren't able to see them when searching.
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2
Here's a quick have all chips script. Note that this also gives you the debug chips as well. Be careful with it and backup your saves, I used this on the GBA version of the game and don't recall it having any issues, but never hurts to be safe.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>16</ID>
<Description>"Give All Chips"</Description>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : MMBN_LC1.exe
Version:
Date : 2023-04-14
Author : zachw
This script does blah blah blah
}
[ENABLE]
aobscanmodule(Chip,MMBN_LC1.exe,0F B6 14 01 33 C9 85 D2 89 57) // should be unique
alloc(newmem,$1000,Chip)
label(code)
label(return)
newmem:
code:
mov [rcx+rax],#3
xor ecx,ecx
jmp return
Chip:
jmp newmem
nop
return:
registersymbol(Chip)
[DISABLE]
Chip:
db 0F B6 14 01 33 C9
unregistersymbol(Chip)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: MMBN_LC1.exe+151581
MMBN_LC1.exe+15155D: EB 08 - jmp MMBN_LC1.exe+151567
MMBN_LC1.exe+15155F: 83 F8 41 - cmp eax,41
MMBN_LC1.exe+151562: 75 09 - jne MMBN_LC1.exe+15156D
MMBN_LC1.exe+151564: 83 FA 12 - cmp edx,12
MMBN_LC1.exe+151567: 0F 84 18 0E 00 00 - je MMBN_LC1.exe+152385
MMBN_LC1.exe+15156D: 8B 4F 18 - mov ecx,[rdi+18]
MMBN_LC1.exe+151570: 48 8D 47 4C - lea rax,[rdi+4C]
MMBN_LC1.exe+151574: 48 83 E0 C0 - and rax,-40
MMBN_LC1.exe+151578: 48 89 44 24 60 - mov [rsp+60],rax
MMBN_LC1.exe+15157D: 48 8B 40 08 - mov rax,[rax+08]
// ---------- INJECTING HERE ----------
MMBN_LC1.exe+151581: 0F B6 14 01 - movzx edx,byte ptr [rcx+rax]
// ---------- DONE INJECTING ----------
MMBN_LC1.exe+151585: 33 C9 - xor ecx,ecx
MMBN_LC1.exe+151587: 85 D2 - test edx,edx
MMBN_LC1.exe+151589: 89 57 0C - mov [rdi+0C],edx
MMBN_LC1.exe+15158C: BA 04 00 00 00 - mov edx,00000004
MMBN_LC1.exe+151591: 8B C1 - mov eax,ecx
MMBN_LC1.exe+151593: 0F 44 C2 - cmove eax,edx
MMBN_LC1.exe+151596: 89 03 - mov [rbx],eax
MMBN_LC1.exe+151598: C1 E8 02 - shr eax,02
MMBN_LC1.exe+15159B: 84 C0 - test al,al
MMBN_LC1.exe+15159D: 0F 85 DE 0D 00 00 - jne MMBN_LC1.exe+152381
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
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Re: [Request] Mega Man Battle Network Legacy Collection 1+2
Building on the work Made by Niihiiliist and Made by KronosHelix, Here's an update with all the chips I've encountered so far. zachillios's script is probably more useful if you want quick and dirty all-chips, though.
Re: [Request] Mega Man Battle Network Legacy Collection 1+2
Seemes Zachillos' code gives the Program Advance as part of the battlechips in your Sack, which surprised me; didn't know those were treated as chips internally. That said, while both battlechip codes give them to the sack, it doesn't affect the in-game library for chip data. Guess we'll need a different code for that.
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