Mega Man Battle Network 3 Blue Version Patch Code

Title Screen

Mega Man Battle Network 3 Blue/White

Also known as: Battle Network Rockman EXE 3 (Black) (JP)
Developer: Capcom
Publisher: Capcom
Platform: Game Boy Advance
Released in JP: December 6, 2002 (Normal), March 28, 2003 (Black)
Released in US: June 24, 2003
Released in EU: July 4, 2003


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


The third game in the Battle Network series. It is also the first game to be released in two versions. The second version is the Black version in the Japanese version, but was renamed to Blue version for the western release.

Contents

  • 1 Unused Sprites
    • 1.1 Alternate Ghost Colors
    • 1.2 Turned Around Dr. Hikari Sr. Sprite
    • 1.3 Unused Twin Virus Animations
    • 1.4 Unused Mr.Famous Animations
    • 1.5 Security Cube Palettes
    • 1.6 Unused Guard Program Palette
    • 1.7 Unused Alpha Bug Palette
    • 1.8 Unused Bubbles Palette
    • 1.9 Unused Ticket Program
    • 1.10 Unused Sprites in Hades Isle
    • 1.11 Unused Tiny Mega Man Sprite
  • 2 Unused Text
    • 2.1 Build Date
    • 2.2 Bug Frag counter
    • 2.3 EnergyChange messages
    • 2.4 Possibly Unused Zoo Dialog
    • 2.5 Unused L Button Dialog
  • 3 Miscellaneous
    • 3.1 Unused Styles
    • 3.2 Unused Chips
    • 3.3 Inaccessible Rooms
    • 3.4 Unused Enemies
      • 3.4.1 Unused Versions
      • 3.4.2 Unused AIs
    • 3.5 Unused Battlefields
    • 3.6 Bugged Up Version of Zoo Event
    • 3.7 Find the Boy's Missing Camera Quest
    • 3.8 N1 Grand Prix Meets Hospital Situation
    • 3.9 Blank Under BBS
    • 3.10 Magnum Chip Guy Disguised as Flameman
    • 3.11 Debug Scripts
  • 4 Regional Differences
    • 4.1 Title Screen
    • 4.2 Jack In Animation
    • 4.3 Navi Customizer Animation
    • 4.4 Game Over Screen
    • 4.5 Environmental Text Removal
    • 4.6 Special Ending

Unused Sprites

Alternate Ghost Colors

Mmbn3 unused ghost alt.gif

It seems the ghost NPC was supposed to have alternate colors. The overworld sprites and mugshots match. However, these sprites did not get used. The alternate colors could have appeared in the Secret Area since there are 3 areas and 3 colors.

Turned Around Dr. Hikari Sr. Sprite

Mmbn3 unused hikari sr.gif

Dr. Hikari Senior is only seen in one cutscene at the end of the game. Because he does not turn around, this sprite is never used.

Unused Twin Virus Animations

Mmbn3 unused twin anim.gif

The Twin virus has several unused palettes. The palette change makes its eye glow. However, no animation in its sprite file makes this animation happen and can never occur in the game.

Unused Mr.Famous Animations

MMBN3-MrFamous-UnusedAnimations.PNG

Mr.Famous, who only appears in the Blue version, has an unused animation of him moving his glasses and a static frame where he's leaning forward for some reason.

Security Cube Palettes

MMBN3-SecCube-Palettes.PNG

The security cube's two unused palettes found in Battle Network 2 are also in this game.

Unused Guard Program Palette

MMBN3-GuardProg-UnusedPal.PNG

The Guard Program found in the WWW base has an unused red palette.

Unused Alpha Bug Palette

MMBN3-AlphaBug-UnusedPal.PNG

The Alpha Bug's overworld sprite has a red version that unlike the blue one is never encountered.

Unused Bubbles Palette

MMBN3 RedBubbles.PNG

The bubbles that trap Mayl and Ms. Mari have a red palette to be used at their final stage before exploding. This is never seen though, as the last occasion to look at them is while they are still yellow.

Unused Ticket Program

If a person uses a walk through walls code (notably, the one from the Retron 5 cheat xml file. If you're playing on Retron 5), they can find an unused and does nothing cyber ticket program if they hop on the tracks at the Sci-Lab 2 Metro Station and go right. This can be done when you get access to Sci-Lab net for the first time for the N1 preliminaries part 2.

Unused Sprites in Hades Isle

If you take the DNN boat to Hades Isle and then walk into the water, eventually messed up solid color sprites will appear.

Unused Tiny Mega Man Sprite

If you get on a small path, shrink Mega Man, and then go through a warp point, Mega Man will appear pixelated. Everything still functions normally in this mode.

Unused Text

Build Date

Stored at x471C8 (US/EU Blue)/ x471E0 (US/EU White)/ x47674 (JP Black)/ x4768C (JP White):

ROCKMANEXE3 20021002

The date is the same in all versions.

Bug Frag counter

In the ROM, near the messages for Double and Triple delete, there is also a label for Bug Frags. It seems that perhaps counting the number of Bug Frags obtained from a counter would be displayed but for whatever reason, was cut. Bug Frags from counters are always the same so it may have been deemed redundant.

EnergyChange messages

Only non- elemental effects work!  Only a Wood effect will work!  Only an Elec effect will work!        

The EnergyChange program will only use fire and aqua chips to get rid of obstacles like trees and fires. However, this message has variations for other chip types as well, even non-elemental.

Possibly Unused Zoo Dialog

If a person uses the walk through walls code to enter the Zoo exhibits, and then presses A when next to an animal, dialog pops up with a picture of a Zoo employee that reads "We had to send all the animals back to their homes. I miss them, but at least they're happy to be back home." Not sure if this dialog is uttered at all in the game or not.

Unused L Button Dialog

By using a walk through walls code to access the normally inaccessible Seaside Hospital during the N1 Grand Prix and jacking into Hospital Computer 3 by the Operating Room, one can encounter unused L button dialog. By pressing L, it will pop up "Press the L Button to talk to Lan! (but not yet)". This may indicate that the training session at the beginning of the game was meant to have more beyond the virus battle tutorial, and that this dialog would have been used in such instance.

Miscellaneous

Unused Styles

MMBN3 fake style.png

The game has several nameless styles which cannot be obtained by any legitimate means. There are non-elemental style changes which function almost exactly like their elemental forms. Alternate colors are also used, some of which don't correspond to any style. Those colors include darker palettes only used with a Bug Style.

Unused Chips

Mmbn3 unused chips.png

The game has several unobtainable chips, all of which use the Mega Buster image. These chips are mostly chip versions of buster attacks. The name "Delay" is used when the attack is a buster attack. "C-" attacks are Back+B moves. There is no reason for these chips to exist because custom busters don't have to be based on chips, as seen in the past game.

Inaccessible Rooms

There are 2 rooms in the game that cannot be freely explored. This is because they are only used in cutscenes. Despite the fact, they have full names and walls. In the Old SciLab, some parts have short temporary descriptions which can be read. The layering is also fixed as the chair can be seen in front of Lan. Exiting the room takes the player to the exact center of ACDC Town; an incomplete exit. The completeness of the map suggests that it may have been explorable at some point as is seen with the Dr. Hikari Senior sprite. Exploring the room might have seemed redundant and was cut from the final game to only go straight to the cutscene.

The Server Room has a similar situation, only there are no descriptions. Nothing can be interacted with. The layering is also incomplete as it seems Lan is on top of the platform when he is actually on the bottom. Other than that, the walls are all complete and exiting takes the player to the previous room. As long as the cutscene is disabled, the room can be freely explored. The map is also visually complete, despite the fact that the entire room would not be seen.

The Monitor Comp is another cutscene-exclusive map. It is also named despite the fact that cutscene maps don't have to be named since a name wouldn't normally be encountered. The room is complete and even has a description for the server. Other than that, the map is empty and the warp in the center takes the player to the telephone in Yai's house. When L is pushed, the description for the Edu Comp comes up and Lan talks about giraffes. On the map list, this is also the last legitimate "Comp" on the list. The maps that come before and after the Monitor Comp are all dummy maps given the name *test msg* and have no random encounters or messages.

Unused Enemies

Unused Versions

The final boss, Alpha only has 2 different versions: regular and Omega. However, the game requires all enemies to have 4 versions, so WindBox enemies were added as filler.

Mmbn3 punk omega.PNG

Punk, normally an optional boss exclusive to the Blue version, has an Omega version programmed into the game despite not being able to be fought. All bosses have Omega versions which are unlocked in the game. Since Punk is exclusive, he is not required to be fought.

There are also 2 unused versions of Serenade for the same reason as Alpha. Only two versions exist and can be fought normally.

Likewise other versions, Number-G has three numbers. However, the game only can be found with number 1.

Unused AIs

An unused AI for Punk can be found in the game. It has an attack that the normal Punk never uses, where he bounces off the sides off the field in a zigzag motion, similar to the AirHoc chip in the later games. The AI appears to be unfinished as Punk does not move on his own if you stand still, but he does react to your movements and attacks in a way that the normal Punk doesn't.

The following Action Replay v3 code replaces the AI for Punk V1 and Punk Alpha with the unused AI in the North American region Blue version of the game.

Unused AI for Punk/Punk Alpha (ARv3) 47D46229 D5D42650 7A447754 749BB0E6        

Unused Battlefields

Mmbn3 unused field.png

The game has over 150 different premade battlefields. However, only a handful of these are actually used. As with the past game, there are a lot of different battlefields which can be hacked into a battle.

Bugged Up Version of Zoo Event

When you go to Yoka Zoo for the first time for the school trip, and once you sleep in-game, and receive the e-mail from the dad (don't read it yet), one can use the walk through walls code to walk through the room divider and leave the room. You can then walk through the emergency exit to enter the Zoo. Once in, everything is as if Chisao has been kidnapped by the condor (the animals are not in their cages, and the panda computer can be jacked into), though the animals are not scattered about the map like they are when the Chisao event is started, and there are no Zoo employees in sight. And, when you press A in front of an empty cage, normally you'd get the "There's no animal in here, it's totally empty" dialog like you would if you did it during the actual event, but this time, nothing pops up. The panda and the panda comp have dialog however. Also, if you read dad's email in the Zoo itself and not your hotel room, the navi customizer tutorial doesn't open up upon reading. To remedy this, simply go back to your room and the tutorial will start, and gameplay will proceed normally. This can also be used to access the secret undernet server in the lion shaped hot spring. You should deactivate the walk through walls code when you are told to meet in front of the zoo entrance as the event will not activate, and when you talk to someone, dialog comes up with Mr. Famous's picture with text that says "Show me what you got.", then the game freezes, requiring a restart.

Find the Boy's Missing Camera Quest

When you reach Yoka for the first time for the school trip, and are able to access the Zoo exhibits, one can use the walk through walls code to walk into the snake exhibit the little boy is standing in front of, and activate the quest that requires you to find the kid's missing camera by talking to the snake with the A button. Check the gorilla sign, and then return to the snake and talk to it to return the camera and get a mod code as a reward. This can be activated with the elephant and its poop as well.

N1 Grand Prix Meets Hospital Situation

If one uses the walk through walls code to walk through the barrcades that block the seaside hospital during the N1, they will find the hospital has no one in it, the vines from the tree of life on the 1st floor have grown to the ground (like in the plantman mission), and the elevator can only go between floors 1 and 2. Taking the emergency exit takes you to the basement. You are allowed to jack into the tree system, however no music will play, but everything functions like normal. You can get music to play if you walk over to the portion of the cyberworld only accessible via Beach 1 and by going back in to the Hosp comp. The Beach cyberworld music will still play even after you jack out of the Hosp comp. Taking the elevator from the basement automatically takes you to the third floor. Taking the emergency exit on floor 2 will also take you to floor 3.

Blank Under BBS

If someone uses a walk through walls code to bypass the Tally guy in beach and go to the undernet and continue to the under square, they will see there is nobody there, and that trying to read the BBS causes Mega Man to say "There aren't any messages", causing the screen to exit back to the overworld.

Magnum Chip Guy Disguised as Flameman

If you bypass the strange presence events in Undernet 3 and go straight to Flameman, the battle will not execute, and instead, you can walk up to Flameman and talk to him to initiate a trade deal with a guy similar to the undernet guys.

Debug Scripts

Mega Man Battle Network 3 is the first game in the series to have its debug scripts left in the game. These scripts are special commands that have debug-like qualities to them and actually work in the game. Below is a list of all the debug scripts in the game. If they are read by the game, the effects activate.

04= all spin items 05= open all links 30= black mind/humor 47= Bass requirements met 60= Demo 00 01 start 72= Got 1000Z 73= Used 1000Z 76= compression program 80= Whatever 8E= Setting boy 98= Sleep in bed 9C= Setting client of job 0 9D= Setting client of job 0's friend's Navi DF= Clear Flag E0= Beat Darkman LV1 flag E1= Beat Japanman LV1 flag E2= beat Base SP flag E3= quiz cleared E4= breeding cleared E5= job cleared E6= beat flashman LV1 flag E7= beat beastman LV1 flag E8= beat bubbleman LV1 flag E9= beat desertman LV1 flag EA= beat plantman LV1 flag EB= beat drillman LV1 flag EC= beat fireman LV1 flag ED= start breed virus encounter F0= beat bass gs flag F1= Custom style LV2 get program F2= lifebit 123 battle end F4= internet burning F5= setting bass gs F8= all viruses gotten F9= key command on FA= special check for breeding viruses FB= got lifebit 123 FC= got lifebit 45 FD= got lifebit sp        

This list has a few oddities. E2 calls "Bass", "Base". Technically the name is pronounced as it is written in E2, but this isn't a translation error but rather a phonetic error.

"LifeBits" refer to the "Scuttles" virus family. Their original Japanese names were "Dream Bits", and in the North American translation, the "Dream Virus" and related attacks/chips (Dream Aura, Dream Sword, etc.) switched the word "Dream" with "Life", to create "Life Virus" (as well as "Life Aura" and "Life Sword"). This was further converted to change "Life Bits" into "Scuttles", to be consistent with Battle Network 2's virus naming.

Regional Differences

Due to lack of space, some animations were removed in international releases.

Title Screen

Japan North America
Rockman EXE 3 Title Screen.png Mmbn3 title.png

The international title screen got another graphical design overhaul, this time deviating from the style of the first and second games and instead adapting the Japanese Black background. The Japanese version also has a short animation in the beginning, a black background with moving texts, which continues in the black circle from the title screen.

In the European versions, the credit for Capcom USA was removed.

Jack In Animation

The Jack In animation was removed outside Japan, having only a short flash instead.

Mega Man Battle Network 3 White
(Rockman.EXE 3)
Mega Man Battle Network 3 Blue
(Rockman.EXE 3 Black)
Now loading... MegaMan, Jack In, Power Up, or something.

Navi Customizer Animation

Navi Customizer

Likewise, the opening intro for the Navi Customizer was also removed in international versions.

Game Over Screen

Except for the colors, the game over screen was the same from Mega Man Battle Network 2. The animated background and MegaMan's mark were removed in international versions, and the text size was reduced.

Rockman.EXE 3 Mega Man Battle Network 3
This looks familiar... "Simplicity is the ultimate sophistication"

Environmental Text Removal

While the game contains several areas with Japanese text outside Japan, some were translated, like the Metroline locations, Higsby's shop, and the Ura Inn, and others were removed, like the みやげ (souvenir) text in Tamako's shop.

International Japan
Ura Inn Urakawa

Special Ending

If you finish the game with all seven stars in the Japanese version, you'll get a special congratulatory screen. You get nothing in international versions.

Mmbn3 special ending.png

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Source: https://tcrf.net/Mega_Man_Battle_Network_3

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