Thursday, December 30, 2010

Mega Rock Patch V3.01

I think I've gotten enough bugs to correct to release an update. I can't believe people were playing for so long without discovering how many broken chips there were. Most of the core aspects should be okay.

Download V3.01 below.

Here is the change log.

* Fixed a bug where StepCross was locking on incorrectly.
* Expanded the animations of the full syncro ring so SyncTrigger works on Crosses.
* Fixed several chip bugs where random chips had unnecessary secondary elements applied to them.
* Updated the Stuffed Toy Zone Mr.Prog dialog to include an intro message for Link Navi operating.
* Corrected battle settings for Test Virus and GD Navi battles. It should be possible to obtain an S-rank if the enemies are defeated in under 30 seconds.

Now that the patch seems stable, I can start working on Hard Mode. I'll have some preview pics tomorrow. The pictures won't say much, though. The game will actually be more difficult. And not just higher enemy HP. I'm going to make sure the game gets balanced, too. Oh, and some epic chip nerfs, too. It won't be as easy to execute those OP combos in the game and I'm making that my top priority for Hard Mode.

Saturday, December 25, 2010

Mega Rock Patch V3 Released!

The patch is here! Everything you need is in the ReadMe. But more importantly, I have to thank Prof. 9 for his various ASM hacks. Really, just thanks.

Now that the patch has been released, I have to get ready to fix any bugs people may encounter. I'm giving it a week. After that, I can begin the next step.

Yeah. I'm making a Hard Mode out of my patch. All the new features in a more difficult game. I'm going to make sure even the veterans have a hard time. And that cheap OP combos won't work as easily. Keep checking for more info.

Mega Rock Patch Trailer

The patch is completed. Here is a teaser trailer to satisfy you in the meantime.

The patch was supposed to be released earlier today but some complications delayed it (secret library numbers, some descriptions)

The official Mega Rock Patch V3 will be released around noon December 25, 2010. Just keep checking until it appears. It's already finished and will publish this Saturday.

Wednesday, December 22, 2010

Patch Update: Stufffed Toy Zone features

The Mega Rock Patch is nearing its completion! Today, Prof. 9 completed the area script for the Stuffed Toy Zone. It was no easy task and I deeply thank him for his efforts. There were several new ASM hacks that had to be done and tools that had to be made just to get this finished. The biggest new addition to the patch is this right here!

There is a Mr.Prog in the Stuffed Toy Zone that greets you at first with a one-time message.

Up to 6 services can be offered by the end of the game. This will truly add more depth to the game. These features will allow you to explore aspects of the game that were once impossible to do without hacks in the normal game.
Talk simply brings up the Mr.Prog's default message. Being a Link Navi brings up a unique comment about that Navi.
SubChip opens a SubChip shop which should be necessary for the battles in the area.
NetBattle allows you to battle Gregar-version Navis so you may get their chips and records. You can even fight Gregar!
LinkNavi lets you choose a Gregar-version Navi to play as. It is only temporary but they work fine. Link Navis selected here are not affected by leveling up status that Falzar-version Navis obtain.
SoundTest lets you listen to any music or sounds from the game.

In this screenshot, I've selected the ProgFolder, a new folder in the game which features some secret chips. There is also one more secret folder with very powerful chips. You obtain it at the very end of the game, though.

The Mr.Prog connects you to a SubChip shop. This option is available when you are first allowed to enter the area.

You can fight Gregar-version Navis. The Mr.Prog sends a request to the Navi's operator for the Net Battle.

Under LinkNavi, you can choose from up to 6 Navis. Remember that these Navis won't have level power ups. Protoman is unlocked later in the game and works perfectly fine. Right now I still have to fix his sprite so that playing as Protoman uses his BN5 overworld sprite and keeps it for the duration of the swap. All Link Navi swaps are in effect until you Jack-out. You can't keep the Navis in your PET.

Here, I've switched to Chargeman. The screen fades and the transformation is done. Setting this up was more complicated than it seems.

The patch also fixes all emotion window and Navi emblem problems. You can't see the emblem here, but it's fixed. Chargeman's emotion window is also being used properly. One thing that hasn't been fixed as of this posting, however, is the special chip. Gregar-version Navis have null chips for their specials. It shouldn't be too hard to fix.

Everything I have mentioned in these updates will be added in the patch. Playing through this patch will make the game feel fresh and slightly new. You can even consider the Mega Rock Patch to be a "Megaman Battle Network 6: Plus". It's the expansion Capcom could never make. These features should add new depth to the game. It's almost here!

Monday, December 20, 2010

Cybeast Falzar artwork

Got my Falzar booklet now. Personally, I don't like how the Falzar rip turned out. They added a very thick and dark drop shadow to it and much of the outline detail was lost. Looks like I'll have to find a cleaner source to rip from. Also, they cropped it so that parts of the wing and tail don't appear. I understand why they would do that but it's bad for rips.

The Beast Out rip came out kind of nice. It's also cropped but it shouldn't be a big deal.

The Cybeast rips are all at least usable. I've been able to make 40x48 mugshots out of them that I can probably fit into my patch somewhere. Isn't it nice? I scanned my instruction booklet and now that image will appear in the game.

Saturday, December 18, 2010

Patch Update: NaviCust fix

This might seem kind of minor, but my patch fixes a Navi Cust error that was present since BN5. For some reason, only the US games removed a feature where Megaman would remind you that there is a bug in the Navi Customizer. I've heard the Japanese games utilized this feature. In the US game, both messages have been translated to read exactly the same, thus eliminating the reminder message.

I have fixed that and now Megaman will remind you that there is a bug in the Navi Cust! Amazing, right?
There are more differences between this screenshot and the last one. Apparently I had COMPLETELY messed up all of the Gregar-version character mugshots. I am planning on using them and it would be useful if they actually worked correctly.

Friday, December 17, 2010

Cybeast Gregar artwork

It turns out there's no good artwork of the Cybeasts available. There's the nice clean boxart version - but for some reason, the designer added some awful yellow brush strokes to the edges, thus diminishing the overall shape. The Japanese ones weren't in high enough quality either. Then I remembered I have the instruction booklet for MMBN6. My new printer gets some decent quality scans compared to the old one. I think GM ripped the same image I did, only I couldn't find it. I remember it was blurry and oversaturated.

Anyways, here is a good, clean scan of Cybeast Gregar.
Also, this was on the back and was worth ripping.

Tuesday, December 14, 2010

The New TREZ Logo

The new logo has OFFICIALLY been revealed. It can be seen as a banner on the forums right now. I had been designing the logo in the meantime. The full explanation can be found on the forums.

My motivation behind this change was TREZ's lack of identity. I care about TREZ and until now, all we had were a bunch of awful banners with the site's name written in whatever "cool" font was found. Attempts at a logo had been made before. First it was that old logo with the silver emblem. I made it and I thought it looked HORRIBLE when I saw it used as the forum's banner. It suffered from alignment, linespacing, and execution issues. The second attempt was made by Greiga Master when he tried to make a logo for the site similar to MMSF3's logo. Idea was good; execution was terrible. The text was slanted beyond necessity. The sword bleeding into the outline looked awkward and out-of-place. The slanted squares were excessively blurred due to the fact that everything in the logo was pixel-based. A large, circular, blurred object was thoughtlessly thrown in the back to make up for its horrible white space issues. A crop had to be made to even serve as a banner. In fact, I still have the logo on me so a comparison can be made.



Legibility has clearly improved. You could hardly read "EXE ZONE" on the old logo. The new logo's message is clearer and gets to the point as opposed to the old logo which was confused and unplanned. The new logo also has broader applications. The head can be used as an icon as seen on my profile. Even on small sizes, the logo can be understood now. If you look closely on the new logo, the letters for TREZ have a small sparkle indicating the abbreviation.

A few more banners will return to TREZ. This time they should have a consistent, "Megaman" feel to them and they will all feature the new logo. Those should start appearing over the next couple of weeks.

Tuesday, December 7, 2010

Megaman Star Force 3 sprites

Today I decided to rip all the sprites from the game. There was a tedious method that would have all the overworld sprites dumped in under an hour. And if I ever wanted to submit properly formatted sprites, I could search the PNGs.

All the overworld sprites are in there. There are no alternate colors and a few duplicates. The Star Force games also tend to make a new sprite file for character animations that are exclusive to one map, which leads to chaotic organization. Also, unusual objects have FULL walk cycles which in turn leads to large PNG files. Seriously, does a paper airplane and a bowl of soup need a full walk cycle?

Monday, December 6, 2010

Megaman Star Force Guide Images

Midnite happened to find me some PDFs of the Megaman Star Force 1 Strategy Guide and the Megaman Star Force 2 Wave Card Kit. PDFs are useful because they always have lots of interesting information to learn from. Unfortunately, the images in the PDFs are really low quality, probably to stop people like me. It's too bad because there were a few interesting pieces in there like exclusive character artwork.
I also figured out that the US-version of the Megaman Star Force logo uses the font Aachen Bold for the part that says "STARFORCE". It's a fascinating font, really. It's the only font they've used which has slab serifs like that. It's really exciting to find out what fonts were used by Capcom.

Anyways, I was able to get a few images off the PDFs. It's not much, though.

While I'm posting images, I decided to clean up a few more pieces from Dark Miyabi's Official Complete Works scans.

Sunday, December 5, 2010

Mega Rock Patch Preview 2

I'm making excellent progress on my patch. Perhaps even to finish this week...

Today I'm announcing the second biggest addition to the patch. It sort of coincides with the first addition. I have converted the Stuff Toy Shop Comp to the Stuff Toy Zone. This area can be considered a bonus area since the extra stuff will go here.
The map's color palette is a reversed version of the ACDC HP  palette. No new characters have been added to the map, though. No NEW characters.

 The meat of the area is the random encounters. Over 20 battles can be fought here and almost all of them will be unlocked in some way. From the start, you should be able to find the battle above. The Test Virus is a tough enemy to defeat due to the high HP. The Test Virus also drops plenty of rare goodies, including Secret chips. If you S-rank the battle, there is a 25% chance you'll get one of the Arm Chips from the Test Virus.

Ghost Data Navis will also be fought here. GD Navis all share a similar color palette and are extremely difficult versions of the original Navi. There are GD versions for all Link Navis. All GD Navis drop rare chips and Secret Chips. If you're lucky enough to S-rank them, you'll win a Giga Chip! For Falzar-version GD Navis, you get secret chips as 9 and S rank.

Finally, after you've obtained the Beast Link Gate icon, you can find this battle. Falzar and Gregar Beasts in their Omega version. As you can see, Gregar Beast has his Fire Sword attack again. Thanks to Prof. 9 for making that possible. His AI has been rewritten to resemble Falzar Beast's AI more. This way, GBeast won't be using Double Slash 97% of the time. The attack is kind of glitchy and the red sword slash sprite doesn't appear. The attack also hits instantly, so it's unlike other swords. Also, if you look closely, you'll see I got rid of that "Megaman gray" that used to be in the white part of the sword. Most of the older chip attacks were using Megaman's old sprite's palette or a variation of it. Back then, the color white was almost always replaced by a high-gray which looked really bothersome on swords. But that's just minor changes.
If you happen to S-rank this battle, you WILL get Double Beast. It's part of completing the Secret Library.

There is still one MAJOR addition this patch will feature. Prof. 9 is almost done with it and the reason he is working on it is because the idea requires extensive ASM hacking.

Friday, December 3, 2010

More Megaman artwork

Slightly dismayed by the delay of the Megaman Battle Network Official Complete Works release, I decided to once again ask Dark Miyabi for a scan from the book. This time it's a scan of a page with Megaman's various artworks from past games. I had my focus on one particular piece on the page. Can you guess which one it is?

I cleaned up the scan to the best of my ability and removed the white background. Some parts just couldn't clean up well and I'll have to start trying different techniques to get better results. Once again, thanks Dark Miyabi.

Quick update, I've also cleaned up this piece from page 50.
Helmetless Megaman EXE

Tuesday, November 23, 2010

Rockman EXE 6: 5th Anniversary

Today is a wonderful day. November 23, 2010 marks the 5th Anniversary of the release of Rockman EXE 6 in Japan. Rockman EXE 6 - Dennoujuu Faltzer and Grega were officially released on November 23, 2005. This release marked the official end of the EXE series. It is also the first game that I actively followed since its announcement back in the summer of that year. I've quickly created a little graphic to commemorate this day, which can be clicked to bring up a larger version.

I've always considered EXE 6 to be the best game in the series. Maybe it's because I followed it till the very end, or because I actually decided to play it in Japanese to completion before it was released in the US. But there was a feeling of "newness" surrounding the game while it was announced. Suddenly most of the game's graphics had changed. It made the game seem to stand in a class of its own - EXE1-3, EXE4-5, and EXE6. The game felt more refined and truly ended the series on a high note. Finally, the unbalanced system of Light and Dark chips was gone. Players no longer have to beat the game before fighting stronger viruses; EX viruses were removed. The EX and SP system was established for boss chips which made Navi chips useful halfway through the game! Furthermore, the game boldly broke the norm and had a unique final boss for each version. The Graveyard area made a perfect addition to the game and its unfortunate that the entire area didn't make it to the US game. EXE 6 also pushed the limit by adding a boss from another series - Hakushaku from Boktai! The post-game extras had much more depth than the previous games. Then there is Bass BX. He is clearly one of the toughest bosses in the entire series. Compared to the fluffy stuff EXE 1 set up, Bass BX is a monster! For one attack to do 640 damage to 7 panels is absolutely insane no matter which way you look at it. And most importantly, chip attacks got stronger! Finally the player no longer had to struggle with weak, low power attacks which became evident farther into the game. The benefit of stronger attacks is that the game can play on a higher or faster level. I can't quite describe it but it makes the game much better than the rest.

However, there were some problems. Going back to the power issue, it could have interfered with Player-vs-Player battles. It encourages a power bias where strategy is no longer relevant and powerful attacks rule. That's not fair. Then there's that KillerEye electric glitch. Yeah, it's a glitch! There's no reason for a damaging panel to hit again after it has already caused damage. And I remember that Japanese version had another glitch that Tornado did 4x damage if it had a White Capsule and it hit on a grass panel. It was fixed in the US version. EXE 6 being the last game in the series, I was disappointed to find out that they failed to unite the two game versions as nicely as in EXE 4. EXE 4 was the best in terms of multiplayer. If you had a friend with the opposite game version, your game got almost twice as fun! By linking up, you were allowed to participate in Free Tournaments where your friend's game-specific Navis fought using their playstyle. You could even use Dark Chips freely in the toruneys. Also, next time you started the game, their Navis would appear in the main tournaments and it would be like playing the opposite version in one game cart! And at the end, it would be possible to encounter Navis in EVERY area of the Net. This would also make it possible to complete the Secret library and obtain the opposite-version Navis' chips yourself. It was amazing! I was disappointed to find out this was never carried on. Instead, the Navis became "reflections" of the opposite. A "this instead of that" case. It's a shame, really, because it was lots of fun.

But that didn't stop the fun. Shortly after the US game was released, I browsed the GameFAQs boards frequently. It was there that I encountered a member named "RaijinK" who was attempting to collect sprites of all the enemies in the EXE series. He realized that there was a missing Rare Virus in the WindBox family: RareFan. The then omnipotent game hacker, Terrence appeared and helped out RaijinK. He located the offset that edited a Catack in ACDC HP. RaijinK got what he wanted, but I followed along as well. A couple months later, I published the first Megaman Battle Network 6 Battle Hacking Guide. By then it was obvious that people like Terrence wouldn't appreciate such a discovery. Making custom battles for the best EXE game was any fan's dream! I can safely say that for the next 3 years, hacking the game was something every fan had to try because it was getting more out of the game. And it was a challenge.

For a while, many people had said the game was too easy. In fact, early screenshots reveal that the game would have actually been more difficult than it is right now. Looking back at my history with the game, I am aiming at giving the fans a challenge. I won't say much about this now, but you won't be disappointed. It's been 5 years. I think it's time we started playing the game again. I will shortly release my MMBN6 patch which I encourage people to play from the beginning. But for the true diehard fans, I encourage you all to wait patiently. I hope that within a week, we can all start playing Megaman Battle Network 6 again and relive the experience one more time. I've seen this "Pass the Playthrough" going around and I fully support it for replaying the game with my patch.

Thanks to everyone who has been there since the beginning. It's been a fun 5 years.

Wednesday, November 17, 2010

A few more EXE:OSS rips

Thanks to LuigiBlood for showing me how to use CrystalTile, I was able to start ripping from the overlay files in EXE:OSS. The overlays are a mess. They're cluttered and unorganized - like the rest of the game. I was still able to get some screenshots and ripped some of the new artwork that Capcom never formally released.

The rips are on Sprites INC. If I have some spare time, I will be able to rip more screens. You know, the stuff that's actually new. The animation on the right is the updated 256x192 Jack-In animation. Unfortunately, it still suffers the problems of compressed graphics in 2000-era Game Boy Advance games: they're really low quality.

Saturday, November 13, 2010

Shiny bevels in Inkscape

For months, I have been pondering on the technique used to create the shiny beveled edges found in several official Megaman logos. For a while my guesses skewed to pixel-based bevel effects in Photoshop. Finally, I've realized how this effect was done, in vector. It's a little time-consuming, but fun.

Here is an exaggerated example done in Inkscape.

It can actually be done in Adobe Illustrator along with Inkscape. I just downloaded Illustrator, but I accidentally got CS3 which is clunky and illogical compared to CS4. Both programs have their advantage when doing this. In Inkscape and Illustrator, CS4 in particular, the gradient can be moved around freely. In Illustrator, blending modes can be used as opposed to Inkscape which only supports blending modes in layers. A blending mode will make the effect shinier and applicable to any background. However, Illustrator isn't so great at clipping. At least I haven't had an easy time applying some. Plus, it doesn't support gradient strokes, but that can be solved easily. Inkscape can generate the line segments faster than Illustrator as far as I know. I'll gladly write a tutorial on this soon since it has bugged me for so long. Then maybe the technique can be improved upon.

Monday, November 8, 2010

Megaman 20th Logo

Remember Megaman's 20th Anniversary? It seems like a very long time ago and Capcom USA made some impressive-looking graphics to download. They include bookcovers, posters, and wallpapers. The later was rather low-res. The print materials, on the other hand, were high-quality PDFs. One of them happened to have the Megaman 20th logo. Regular readers of the blog will know how I love to snoop around Capcom's materials. It's inspiring.

Anyways, the logo happened to be in vector and fully layered. Score! Now I get to see how they made it, despite the fact I already made a vector version myself. I'm starting to realize that their work isn't as precise as it's made to be. In my version, I made sure to be very precise and have it look PERFECT at all sizes. Capcom's is messy and overdrawn. Maybe it's the designer's preference, but I prefer to work clean.

For example, the hair color is one layer and the stroke is another. It's a full fill though meaning it isn't classified as a stroke, but a shape. That makes sense because now it can be customized and I would have done that anyways. Looking at the mid-blue color, it doesn't fill up the area it's supposed to. I was obsessed with getting the shape to fit perfectly under the stroke. The same thing goes for the light-blue and the eye fill. They didn't care. The pointed edge on the side of Megaman's face is one of the poorest drawing I've seen come from Capcom. It's just horrible. And the mouth might seem simple, but it's actually overstroked containing 3 layers. Why couldn't it just be one?
Moving on to the text. I think I may have done the purple stroke incorrectly. They seem round. Looking closely, I was correct about the word "MEGAMAN" being written in Helvetica. The "20" seems like an original font. The "th" seems like another, less common font, that I didn't use. Back to blunders - the wavy line design was executed poorly. Based on the layers, they made the yellow stroke, made a separate purple stroke and put it in the back. However, it isn't even the same color as the back. Furthermore, the stroke wasn't even needed. As is seen in how the 2 cuts into the 0, a stroke was used to subtract from the 0 shape. I think they may have forgotten, but at least it can't be seen from far away.

That's enough of my critique. Seeing this, I would love to have the 15th version as well. It's too bad the old Capcom Megaman site will never be seen again...

You can download a PDF of the logo from the link below.

There is a PNG version in this post as well. The PDF is to use any part of the logo with a vector-editing program.

Thursday, November 4, 2010

A few more rips

I've gotten around to ripping a few more mugshots from EXE:OSS. I developed a technique that extracts the sprite data from a memory dump quickly.

All the rips were posted in the Sprites INC topic.

Now if only the game's custom LZ77 compression could be deciphered, more sprites could be ripped much faster. Not to mention that translation project could finally, you know, start.

Monday, November 1, 2010

Megaman Star Force 3 playing cards

One of the projects I had required making believable playing cards. This means it must read like a card and have the features of a playing card. I had fun with the project and made cards for King, Queen, and Jack. A backside was also required. And since this project was due today, there is a 0% chance of anyone copying me for their assignment this quarter.

They're fairly accurate and I would have made more if the rest of the set didn't get so confusing. Now who am I going to put on the numbered cards? I'd rather leave this project as it is. Besides, the assignment asked for one card.

In other news, today is the first day of November. I realize October was relatively uneventful and there was little I could have done about that. This month is going to be more exciting. I am hoping to release my patch sometime this month. Progress is picking up again and the only thing slowing me down is the time I have free and amount of hacks. Also, the Megaman Battle Network Official Complete Works is releasing on Thanksgiving week. I'm hoping to buy it so I can observe it myself. Additionally, that week will mark the 5 year anniversary of EXE6. The Japanese version of Battle Network 6 released Thanksgiving week in Japan in 2005. I can still remember the day when all the hype was building. It was the first BN game I played in Japanese to completion. I'm hoping to do something special when that time comes so keep checking for any hints I may drop.

Friday, October 1, 2010

SP Navis in Mega Rock Patch v3

The newest feature I'm adding to my patch is the ability to level up Link Navis in the game without using a Beast Link Gate. Normally, Link Navis are woefully underpowered. SP level Navis are much stronger and if you defeat Bass SP with all the Link Navis at SP level, you unlock the Beast Link Gate icon just like in the Japanese version.
I made a video demonstrating Tomahawkman at SP level, being the last Navi necessary to unlock the icon.

Wednesday, September 29, 2010

Megaman Legends 3 announced!

I knew this would happen sometime this year. Megaman Legends 3 has been announced for the Nintendo 3DS. This is solid evidence that the fans get what they want. Now I feel like actually buying a 3DS. I've only played the first Legends game (mainly because PSX controls are terrible) and I like it. A third game seems deserving for them.

Capcom Japan also opened a page for the game.Unfortunately, it seems like it's going to be HTML again, so there's little chance of stealing advance goodies. More will be announced soon at the New York Comic-Con. I'm excited to see what's next!

Monday, September 27, 2010

The Cutting Room Floor

I've recently discovered The Cutting Room Floor, a comprehensive wiki on unused/beta/debug stuff in games. Since I'm really interested in these sort of things, I'm writing their Megaman Battle Network articles since I know the most about those things when it comes to the MMBN series. I'll be starting with the first game and go in order. I know there will be plenty to go over so remember to check out the articles soon.

Update: I've finished writing the MMBN1 page. If I can discover more things, I will add them.

Saturday, September 25, 2010

My MMBN5DS Gamesave

I've finally completed my save! Unfortunately, I couldn't get the NDS Backup Tool on Greiga Master's flash cart working and I could extract a raw save quickly. I had to resort to my Gameshark USB DS adapter which works as well, just slower and riskier.

I've spent a lot of time on my Megaman Battle Network 5 DS save. I have both files 100% completed with all icons. I won't get into all the details, so I'll just list some that I remember.

No cheats were used
All HP Memories/Expansions obtained
Both files have 999999 zennys
Both files have at least 5 of most chips
Both files have max SP chip attack (version-specific Navis only)
Both files have all NCPs obtained
Both files have unlocked all GBA slot features
Bass XX has been defeated in both files
The Colonel file has hundreds of Bug Frags
200+ hours from both files combined

There could be more things worth mentioning that I forgot. And unfortunately, I couldn't get max SP records for opposite-version Navis. I have some records on the Colonel file, but nothing in the Protoman file. I think these saves are far from "perfect" but they're certainly better than others. You should know I'm very devoted and my saves are always top-quality.

You can download my game save right here. Remember that the save only works for the US version of Megaman Battle Network 5 DS. Click the icon below to begin downloading.

The ZIP folder comes with 5 different save types to account for the different situations. I haven't tested them, but they should work. One more thing, please don't distribute these without my permission. It's still my save. Personal use is okay, but email me if you have something else planned.

Thursday, September 23, 2010

Double Team DS save coming soon

I remember I said that I would release my completed Megaman Battle Network 5 DS save when I finished it. I put it aside for too long. I've almost reached the goal I wanted and the save will likely be up by today. I gave up on looking for Area Grab *. It's just too difficult to get. The saves are still really good though.

I recorded this video while I had my NDS and video camera to see how the quality turned out.

Saturday, September 11, 2010

Unused 3D models: Picture Gallery

I've compiled some pictures of the newly-seen unused MMBN5DS 3D models. This should be more insightful than the previous, faceless pictures from nsbmd. I also explain the pictures and details.
First up, ACDC Town.
The Honda building seems like the most out of place building in the town. Its design is based on the containers found at the SciLab dock. No idea why it would look like that which leads me to suggest that the name was merely added for no apparent reason. The doors and windows also look similar to the exterior design of Higsby's shop.

For some reason, when wireframes are on and transparency is off, strange shapes can be seen in front of the building as seen below.
Next up is the 7-Eleven and metro.
The 7-Eleven is probably there as a filler, but it seems so accurately designed. Also, remember I pointed out that the texture for the front of the 7-11 is the same image from the 7-Eleven Japanese site with some modifications. Unfortunately, it seems they removed or relocated the image from the site. It can still be seen in the archive.
Here is Higsby's shop and Mayl's house.

While Higsby's shop doesn't have its name visible, it still resembles the GBA version very accurately. In fact, the texture calls it "Higsby's" despite it originating from Japan. Mayl's house is also fairly accurate. The size of the buildings makes the player's size questionable. They would have to be quite large; much bigger than the scale used in the GBA games.
Now here is Dex and Lan's house.
Again, they're fairly accurate. However, Lan's doghouse is much bigger than in the original. The doghouse is almost as big as the door. This person-to-building scale would have to be way off for this. Also, the stairs in the back don't actually have steps. It's just a slope with a texture. It's also rockier which suggest the park may have been past the stairs.
Here is Yai's house and boat.
Unfortunately, even in the 3D model, the rest of the house is lost. It just never felt like a big house ever since they started using the front gate as the house. Below the house, the boat sinks conveniently. The water shows through because transparency is on. It would look strange with black, too. Also, I have no idea why the water is that shallow. There is a cave or tunnel in the back so it makes no sense how the sip could go in our out without going in reverse. It may not be visible, but the boat is also labeled "Yai". Unusual since the Japanese GBA game has the boat labeled "Yaito". The hills are also notably low-poly. I'm sure if this was completed, the map would be more detailed.
The town map has joints, which is apparently unusual. These joints, however they may have been used, provide clues about how the map functioned.

I doubt the map has animations, especially those involving the movement of buildings. All visible buildings and objects are all connected to the center for some reason. The Honda nameplate is connected to the invisible shapes in front of it. Who knows what that might have done. The park entrance also connects to the steps.
This is the 3D model for the battlefield.

It's nothing special, really. When the model is opened, the blue side is on the left, but I don't know if that's significant. The stage doesn't have complex joints or individual polygons and materials either. The stage was made like this and the panels can't be changed individually. Obvious signs of halted or preliminary progress. The texture has an orange-brown panel which isn't seen here. It is also very similar to the GBA version except that it is influenced by perspective. In order for the panels to be perfectly square here, the camera would have to be directly on top of it as seen below.
Still, the idea of 3D Battle Network battles is still fascinating.
The Net map also has joints.

Like last time, all the lines come from a center. They seem to connect to starting points on all the levels and the floating platforms. I don't know if those flying platforms are supposed to be like that, but they are linked somehow. There is also a red line for some reason. It doesn't go to a start of a platform.
This is the platform from which the lines are generated.

You can also see a small, floating cube with a dash arrow on it. Could jumping have been possible? The warp also has an arrow, something the GBA game didn't do despite the texture being VERY accurate. Also, the platform from which the lines originate has a name. It is called "saka". I couldn't find a definition, but maybe it has some relevant meaning.
Here is the entire map seen from above.
The map, like the previous map, bears little resemblance to the GBA version. I suppose with a 3D map, the second area could have just been a second level. It looks incomplete and there are no arrows or sub-roads. There are only 3 warps which means it could have been used instead of arrows. The arrow panels seem to suggest the warp on the left may have been the starting point. This map just lacks the qualities of a completed map and this seems like a bad start.
Here is Lan's room.
For some reason, I always have a hard time exploring this model. It is very similar to the GBA one with the exception of the soccer mats, though those could have been separate objects that loaded independently from the map. The poster of Otenko is surprisingly lo-res. I think the GBA one is more distinguishable. There is also no picture frame and the strange blue curtain is hanging over Lan's computer. In fact, it's not even hanging over, it's just a flat texture.
For some reason, there is a backside.

For the first time, Lan's closet can be accessed and there are PET boxes for some reason. They resemble the boxes found in Higsby's backroom. Also, there is no wall from the direction the camera is facing. If this were on purpose, I would imaging the camera would shift to a fixed location depending on where the player was. Also, the porch is designed. This is contradictory to the fact that the texture for the door shows cast shadows of the rails. I think this room gives a better idea on what the player-to-map scale was. On the previous picture, the size of the bed can directly be related to Lan's height. It means he would barely be able to move through that door.
Finally, here are the character models.
This model's internal name is"pl00_kage". I know for a fact the term "pl" refers to player which makes this model, player model 00. I hadn't seen the term kage before, so I looked it up and apparently it means "shadow". But what makes more sense is that this model was probably used as the overworld model for Megaman. Lan's model also uses the same naming convention and obviously he doesn't battle. That could also explain why this model uses different texture. I always knew there was something wrong with this model. It isn't based on the finished 3D model used in the retail release of Megaman Battle Network 5 DS, and I can prove it.

On the top is the unused overworld model. On the bottom is the final model used in the released DS game. The differences should be VERY obvious. The top one is notable low-poly and fairly inaccurate. This isn't the first time using low-poly models for overworld has been done. In Final Fantasy IV DS, Kainazzo had a very obvious overworld 3D model which was low-res/low-poly.

In this case, the character model is very distorted. The head is much larger than it should be and the shoulder pads are stretched. The emblem is also much larger than it should be. And the legs are very scrawny. Still, these are the features which were most exaggerated in the GBA sprite version. The head is probably in the same proportion as the sprite and the body is probably that small. But compared to the final version, the overworld one is really short. When the models are compared to the concept art, the bottom one seems more accurate. Also, this is the only model to have a shadow attached to the 3D model. I have transparency off so the round shape can't be seen.

If I were to theorize, though. I would say the one on the bottom would have been used for battle. The other models seem to support that theory.

The back of the overworld model also has no pack. This could be a program error, but I can't be too sure. The pack is still present in the texture.
But can you see? The rings on the arms are cubes!
Here is Lan's overworld model.

Its internal name is "pl01_kage", which suggests the second playable character. However, this doesn't follow standard MMBN ordering conventions. If this model suffers from the same distortions as the Megaman model, then the head should be slightly smaller and the height could be higher. At least the model looks complete this time.

The 3D model doesn't have roller skates. If this isn't a program error, then Lan could have ran! Maybe if animations can be found, Lan can be seen running.
There are NPCs as well. One for each world.

This is the generic boy's 3D model. His textures are surprisingly complicated compared to the rest of the textures. It also uses a different name; its internal name is "sb01". I don't know what "sb" means. But seeing how low-poly the model is, it most likely was an overworld model. The eyes are really blurry, and for an obvious reason. It seems that only for this model, the one with the more complicated textures, they decided to rip from their own sprites to make the face texture.
MMBN5DS Boy Texture
They took it all from the mugshot. They took a small piece from the already small sprite, enlarged it with some upscaling algorithm, the used it as part of the face texture. If you zoom into the face, you can even notice there is a skin color difference. This is likely because the mouth and the rest of the skin is based off Lan's texture and the sprite uses a different color. Also, the eye was drawn in perspective for the sprite. Using the sprite's eye as a texture was a bad idea, and it is exactly why the eyes look irregular.
This is the Net's NPC.

This model has always shown up incorrectly for some reason. But then again, Protoman's 3D model also has similar errors, so it is likely a program error. This model also has the smallest texture. Its internal name is "sb04" which means there are 3 models missing in between. The feet may look stuck together South Park style, but there are joints there meaning they are separate. What's even stranger about this model is that its materials aren't called "material". Instead, its naming it "Scene_Material", a name used for the PET effects in the final version of BN5DS. The only other models to use that name are the blue squares, the white box, and the green hexagon from the PET screen. The green hexagon is also likely unused. It still seems sloppy for the names to just change like that.
Here are the last two 3D models: parts of Megaman.

This model only contains the Mega Buster and there isn't too much to go on, either. Obviously it would have been used in battle. The internal name is "pl00_Larm" which is a match to the BN5DS model named "pl00". However, it says it's a left buster. I thought Megaman was right-handed? It would have made more sense to leave the right arm. The texture for the buster is also VERY similar to the BN5DS model's texture. It's the same texture with the exception of the hand part. That box floating above the buster could have been used for positioning. The buster only has one joint and it is called "joint". If there are even any animations for, it would probably match an animation from the model where the buster is pulled out.

This is the last and final model in the Megaman Star Force 1 models.bin archive: a foot.

I left the joint on this one which seems to connect to part of the upper thigh. Its internal name is "pl00_Lleg" which means its a left leg. The texture used on this leg is an exact match to the BN5DS model. The model, however, is not. The small blue square is too low on the leg. And where it should have been, is a strange blue line. The upper part of the leg is also really inaccurate. Instead of a circular shape, there is a V-shape. I kind of don't want to say this, but it looks kind of like the Star Force Megaman leg shape-wise. There is one joint and it is called "hidariasi". I couldn't find a definition for this. When they feel like using Japanese, they do and when they don't, they don't. Any animations for this would probably resemble the battle stance and other attack animations, if any.

That is all I have. I hope that has provided some more insight on this mystery. I will do anything to know the truth behind this scrapped project.
Before I conclude, I would like to give thanks to ReploidOf20XX from SpritesINC. I think he deserves more credit than he has been receiving from all this. After all, he found the textures first. I only explored it. Thanks a lot for the support and I hope one day there will be answers.