Yeah, losing access to thousands of games sucks but, let's be real. The worst part of the eShop shutdown is we'll never see this lil' fella ever again.
I don't see many people talk about the best feature of this remake, namely that you can now stand in the middle of the Poké Ball on the Pokémon Center floor.
#PokemonBrilliantDiamond
#NintendoSwitch
Hello fellow Capcom game modders! If you, like the MMBN modding community, ran into the issue of Enigma Protector killing your mod loaders, here's how we fixed it for MMBN Legacy Collection.
I don't know if it'll work for other games, but maybe it helps.
New MMBN mod release!
Mea Man Battle Network 2 (No G Code)
A mod that removes the letter G from Mega Man Battle Network 2 for a more balanced ameplay experience.
Play stupid games, win stupid prizes. Real shame to see the games being affected like this.
It's still a mystery to me what sparked this change in policy. Adding DRM to these old games has pretty much zero benefit to Capcom and it was obviously going to reflect poorly on them.
Introducing Mega Man Star Force DX!
This is a comprehensive mod for MMSF1 which aims to modernize the game, create more gameplay depth and add a bunch of new features. Currently in development!
Check out some screenshots over at
@RockmanEXEZone
!
"The plan is in motion. Best of luck. -L.o.N."
Got a biiig update on the PoN and LoN translation projects for you all. Both games are now 100% fully translated and currently being beta tested!
In MMBN1, when WoodMan is at 50% HP or lower, he'll spawn apple trees that recover 200 HP.
Turns out you can actually steal the apple for yourself. It's precise, but you have to time your Steal right after the tree disappears but before WoodMan starts to jump.
With Mega Man Zero/ZX Legacy Collection possibly maybe having higher quality voices, this is a good time to post one of my favorite trivia from ZX Advent. While most of the English story VA in the game is heavily compressed, there is actually 1 single voice clip that they missed.
So since apparently no one else was going to do it, I took the liberty of looking into the mystery of the Mario Kart DS startup sound.
If you missed it, here is the tweet that started it all, though it seems this had been known before:
If the game is played on the original DS, Mario says, "Yahoo!" on the Nintendo logo screen but if it is played on the DS Lite, DSi, 3DS, or Wii U, he says, "Here we go!"
So, is MMBNLC a port or emulation? Well... it's kinda both?
Since the GBA games were hand-written in assembly, a normal port is not possible without rewriting the whole program from scratch. So what Capcom opted to do instead is "shmemulate" the original GBA ASM instructions.
@RockmanEXEZone
is currently producing translation patches for Rockman EXE: Phantom of Network and Rockman EXE: Legend of Network!
For more details and early screenshots, check out the project topic:
Since you guys kept asking for it, here's a quick mod for Mega Man Star Force 2 that lowers the encounter rate.
It also lets you get some things locked behind events and multiplayer.
Merry Christmas!
Mega Man Star Force DX will be released on May 29th around 18:00 UTC!
This project has been in the works for a long time, and at last it's just about done. I hope you'll all give it a try when it's out.
Here's another update on the Mega Man: Phantom of the Network & Legend of the Network fan localization project!
We've got a bunch of info on enhancements we're adding to make these the definitive versions.
Plus, the release date: May 25th, 2024!
Just under 2 days left to go!
The Mega Man: Phantom of the Network and Mega Man: Legend of the Network English localization patches will release on May 25th at 16:00 UTC. Keep an eye on
@RockmanEXEZone
for the release post.
Countdown for your local time:
In the MMBNLC trailer, if you go frame-by-frame you can see that they're overlaying high-res assets on top of the game.
What's interesting is they're using the JP version as the basis even for the EN version. How do we know this? Well, compare the same screen on GBA EN vs JP...
Firstly, there are actually two parts that can vary. The first part is whether you hear a single, long "vrrrroooommmm" or two short "vroom vrooms".
The second part is whether Mario says "Here we go!" or "Yahoo!", this is what most people picked up on.
Did you know? In the first Boktai game, Master Otenko will have a different reaction when you tell him your name at the start of the game, depending on what you set it to.
Happy Rockman Day! Why not celebrate by playing an old Mega Man game... for the first time?
The Mega Man Battle Chip Challenge - Chip Control mod is now available!
* Choose your chips during battle!
* Supports all versions
* Multiplayer compatible
Link:
Over the weekend I performed surgery on Mega Man ZX and made a patch that removes the Slot-2 requirements. Now you can fight the extra bosses from Zero 3 and Zero 4 without needing to have the GBA cartridges inserted, e.g. on a Nintendo DSi.
Link:
It turns out Mega Man Star Force 3 has a secret code to delete save data which isn't listed in the manual! If you press R+B+Right just before the Capcom screen pops up, it'll activate.
(There's a 1/6th second window to do it & you can't hold the buttons before booting the game.)
It's been really fun seeing the whole MMBN community come together the past few days, analyzing every little scrap of content & posting theories. I'm probably super biased, but it feels like there's a lot more hype & passion surrounding this release than prior Legacy Collections.
Naturally, we at TREZ will be working on translation projects for PoN and LoN.
Don't expect any official announcements in the near future - we're still in the early stages of exploring how to modify the game's files.
Heads up to anyone doing Virus Battler in MMBN6:
MMBNLC currently contains an error when playing on the English version, where it will actually give you the rewards from the English GBA version instead of the original Japanese version.
(Credits to
@luckytyphlosion
)
A new update for the Mega Man Battle Network 4.5: Real Operation English translation! Find out more about some of the bonus features and fixes we're adding, and... the release date at last!
I hate to be "that guy" but just to clarify, this is a grassroots event organized by fans at the EVO venue. It doesn't mean MMBN is going to be a part of the official EVO lineup. Enjoy, but hype responsibly
IT'S HAPPENING!!!
Mega Man Battle Network will be at
#Evo2023
BYOC Area!
Come play BN offline and crown the first ever Mega Man EVO champion!
📆August 5th
⌚2pm Vegas Time
💰$250 for Top 3
🎨Flyer by
@fantasmaatriste
📤Register @
But if it's supposed to be random, why are the results consistently the same?
The random values are chosen by an RNG--specifically a Linear Congruential Generator--seeded with a static seed, 0x12345678. Because of this, the sequence of random numbers will always be the same.
While the game plays the sound effect sequence (SSEQ), at two points, it picks a random value between 0 and 100 (inclusive). Depending on the value, it plays one of two sounds.
First part:
0-20 = vrrrroooommmm
21-100 = vroom vroom
Second part:
0-20 = Yahoo!
21-100 = Here we go!
And this is where the differences in DS models comes in. It seems different models take just a tiny fraction of a second longer or shorter to load the game, which offsets the RNG sequence. Or if you have an ARDS inserted, this delays the game's load time, as the ARDS loads first.
Did you know? In the first Boktai game, there are two different scenes that can occur when you first encounter Sabata. If you've killed 50 or more enemies up until this point, Django gets hit by Sabata's shot. But if you've killed less than 50, Django dodges the shot instead.
So this seems like an oversight. If Nintendo wanted this to be truly random, they should have seeded the RNG dynamically (e.g. with the current date/time).
But still, we get different results on different DS models, or when e.g. there's an Action Replay DS inserted. Why is that?
Here's the key part, the RNG is also advancing constantly even when the game doesn't need random numbers.
Now suppose that the game's loading time is delayed just a tiny bit... that means the RNG will advance ever so slightly more, before the game gets to play the startup sound.
And that's the technical explanation behind the Mario Kart DS startup sound. If you want to check for yourself, load the game in No$gba debugger and set a breakpoint r15=0x37FDC3C - this is where the RNG is sampled for the sound effect. You'll get two breaks as the game boots up.
For the Rockman EXE: PoN & LoN translations, we'll probably leave out the "Battle Network" part of the title like the other spin-offs (NT, BCC) because having "Network" in the title twice just looks a bit silly.
But what do you guys think, should we keep it? (Poll in next post.)
A Russian fan localization of the first Mega Man Battle Network was just released for GBA, Steam & Switch by Russian translation group Delusional Moonlight.
They've even got a fully custom instruction booklet and voice acting for 3D MegaMan. Neat stuff.
Mega Man Zero/ZX Legacy Collection just got a small update on Steam and it seemed like the game's EXE file massively changed, so on a whim
@GreigaMaster
and I checked it out for a bit.
As it turns out, Capcom added some new DRM (Enigma Protector) which obfuscates the whole EXE.
Basically, the Enigma Protector hooks a bunch of ntdll.dll functions to manage its protections. For MMBNLC all we really had to do was prevent the NtProtectVirtualMemory function from being hooked. This can be done by hooking GetProcAddress and returning 0 with the right timing.
#MMSFDX
Feature highlight: Satellite changing
After you finish the story, you'll be able to freely change your Transer's Satellite. This way, you can fight all three Satellite Admins, too.
Mega Man Star Force DX has been updated to Ver. 1.2.2.
This update fixes a bug that was recently found, which can cause the game to freeze when you try to send an email during the Gemini Spark chapter while Mega is not in the Transer.
#MMSFDX
Feature highlight: Pulse beam
Ever been annoyed by the fact MMSF constantly makes you touch the screen to pulse into things? With the new pulse beam feature in
#MMSFDX
, this is now a thing of the past.
Full post:
It's December 14th (in Japan/Europe), meaning the Mega Man Star Force series is now 15 years old! What better way to celebrate than with one final update for
#MMSFDX
?
Ver. 1.2.0 has a couple of new features, including a new ability for Fire Leo Mega Man.
Another small update for the Rockman EXE4.5 translation project! We've received a lot of great feedback, so here is our new and improved English logo for MMBN4.5! What do you think? Much better, right?
See the full version here:
Fun fact about Mega Man Star Force 1:
In the JP version, one of the Mega weapons is named バブルハンド (Bubble Hand). In the EU version, this was translated to BublFist (Bubble Fist).
...But in the US version, it's called S. Fist (Steel Fist) instead. Huh? How'd they get THAT?
Some more progress on the MMBNLC pixel font mod. Capcom screwed up the font rendering a bit which causes drop shadows for dark text to also be darkened more than they should be. But we can work around it by setting the drop shadows as
#000000
with an alpha channel.
So the other day, I mentioned the MMBN games are written in pure assembly rather than a conventional high-level language, like C.
But what does that actually look like, and how can we tell? Here's an annotated function from BN5DS that shows it + what they did when porting to DS.
In MMSF1, during a specific part of the story, this NPC has an event trigger in front of him that makes you turn back when you approach him. However, if you position Geo just barely before the trigger, you can talk to his NPC object, and he calls the wrong text.
#MMSFDX
Feature highlight: Transer quest icons
In Star Force 1, it was pretty cumbersome to check whether an NPC had a quest to give you. Well, not anymore.
More info:
"Today" is the 17th anniversary of the Boktai series! Like their GBA predecessors, Japanese versions of Lunar Knights & Mega Man Star Force also had crossover features.
In
#MMSFDX
, the Lunar Knights bonus scenario is translated and restored.
More info:
In MMBNLC's case we could still inject DLLs and hook syscalls, so by preventing NtProtectVirtualMemory from getting hooked, we could then change the permissions on the game's .text segment and do all our memory writes as before. This is enough to allow end users to play mods...
New MMBNLC mod release! This one is for EXE3 and lets you uncompress Navi Customizer programs again after you've compressed them, just like in EXE5 & 6.
And with that, I'm going into a Zelda coma for a while.
Download:
As for static analysis, in the case of MMBNLC, Enigma Protector basically just decrypts the whole .exe in RAM after startup. So after the game has started, we can just dump the decrypted .exe from RAM and load it in Ghidra. You do have to manually fix up the memory regions though
#MMSFDX
Feature highlight: Copy Brother
Don't have Nintendo Wi-Fi Connection? Or friends? Now you can form BrotherBands with yourself.
With the Copy Brother feature, you can create a perfect copy of your own data and freely customize your Brothers.
Mega Man Star Force DX has been updated to Ver. 1.1.4!
This update fixes some minor glitches and has some adjustments to Legend Mode Gemini Spark and Andromeda. Notably, Gemini Heal is nerfed to 25% (from 50%).