Now if you don't mind, I'll go ahead and add this patch to the topic that was linked in the first post. So to make the game function correctly in conventional emulators, write two bytes 00 00 to 1C7212 as well as to 1C721A. Ideally I suppose the GBA emulator would replicate this effect or simply ignore the instruction, but either way we can simply patch it out.
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In any case, since 0圎825 is not a valid instruction I'd wager a guess that it actually tells the Virtual Console emulator how to apply the motion blur effect (with r4 and r5 being the parameters). There is a running story, but for the most part the adventures are mostly self-contained episodes and youll probably get the basics of previous major events from context.
Virtual Console versions of games tend to patch out certain effects that could possibly be seizure inducing. The Battle Network series had most of its core gameplay figured out on day one and carries it over theres a lot of reused graphics in the series as well (generally true to Mega Man games really).
Most of it actually relates to events that were already made public, such as Mega Man X DiVE crossovers and cool statues.I have no idea why they did that, my best guess would be because of the flickering helicopter shadow sprite that shows up near the end of the game. Today is the 20th anniversary of Mega Man Battle Network in Japan, and official Capcom blog Rockman Unity has published a variety of little news pertaining to the anniversary. It just so happens that the Virtual Console version of MMBN5 applies a motion blur/frame blending effect to the screen when you are in the ACDC Town map. However, this is actually an invalid CPU instruction (hence the ?) so the emulator doesn't know what to do with it and crashes. It then loads 0 into r4 and either 0 or 1 into r5 depending on whether you are in the ACDC Town map, and executes the instruction encoded as 0圎825. After that, the game loads a halfword from 02002944 - which appears to be the values for the current area and sub area - and compares them to 0x0000, which happens to be the ACDC Town overworld map. The first two lines just perform the same function as the instructions that were originally at 6084.