Mega Man Battle Network: Mod Card Kit v1.0

Supported versions

Game Japanese North American European [/td] Mega Man Battle Network 4 Yes Yes Yes Mega Man Battle Network 5 Yes Yes Yes Mega Man Battle Network 6 Yes No No

Features

All card interface text has been fully translated into English.

Multi-region support: each card works on both the English and Japanese versions of the game.

Cards can be saved to the e-Reader's memory so you can scan them in an emulator, transfer your save back to your e-Reader and use the cards on your physical games.

And of course, the cards are open source, so you can tinker with all the text and graphics if you want to.

How to use

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Gather a Nintendo DS or Nintendo DS Lite, a North American e-Reader and a SLOT-1 flash card that is capable of running homebrew. Download the GBA Backup Tool v0.21 homebrew and extract it to the microSD card of your flash card. Start up your Nintendo DS and run GBA Backup Tool. Insert the e-Reader into SLOT-2, and press the A button. The e-Reader should be detected with the game title CARDE_READER PSAE 00 . Press R twice to switch to ROM Backup mode. Press B, then A to dump the e-Reader ROM to the flash card's microSD card. Repeat steps 4 - 7 for any Mega Man Battle Network games that you want to transfer e-Cards to.

Download and run the No$gba emulator (gaming version).

Go to Options , then Emulation Setup , and set the Number of Emulated Gameboys to 2 . Make sure Link Cable Type is set to Automatic , then click OK . Go to File , then Cartridge menu (FileName) . Make sure that Autostart Cartridge is checked, and set the dropdown menu beside it to All machines . Navigate to your Mega Man Battle Network ROM and open it. Go to File , then Cartridge menu (FileName) . Set the dropdown beside Autostart Cartridge to 2nd machine . Navigate to the e-Reader ROM and open it. Go to File , then Load e-Reader Dotcode . Navigate to the e-Card that you want to scan and open it. In the e-Reader menu, choose Scan Card . The e-Card will be scanned and loaded. In Mega Man Battle Network, go to the MegaMan Screen. You should receive a message that a card has been received. Accept the transmission to receive the card data.

Credits

caitsith2 , for the superb Nintendo e-Reader Dev Tools.

, for the superb Nintendo e-Reader Dev Tools. Capcom Product Dev 2 , for the amazing Mega Man Battle Network series.

, for the amazing Mega Man Battle Network series. exeguy11 , for the Rockman EXE 6 translation patch.

, for the Rockman EXE 6 translation patch. Greiga Master , for his work on ARMIPS that made this project far easier.

, for his work on ARMIPS that made this project far easier. Kingcom , for the brilliant ARMIPS assembler.

, for the brilliant ARMIPS assembler. Martin Korth , for the indispensible No$gba debugger.

, for the indispensible No$gba debugger. MidniteW , for help with translation/editing and beta testing.

, for help with translation/editing and beta testing. Nigoli , the prime Rockman EXE e-Reader guru.

, the prime Rockman EXE e-Reader guru. Nikslg , for help with beta testing.

, for help with beta testing. No-Intro , for the e-Reader Encyclopedia.

, for the e-Reader Encyclopedia. Prof. 9 , for this Mod Card Kit.

, for this Mod Card Kit. Qwiscot , for the extremely useful Rockman EXE card-e+ Cards guide.

, for the extremely useful Rockman EXE card-e+ Cards guide. Tim Schuerewegen, for his awesome e-Reader API documentation.

Changelog

Initial release.

Download

If the worst comes to pass and you lose your back-up save, you can repair the card reader by loading someone else's e-Reader save too, or by loading a save created in No$gba. However, it's better if you use your own back-up save file since the calibration data may differ for your particular e-Reader.This is a project I worked on in early 2014, but never got around to finishing. There has been some interest in it recently so I went and finished it. Introducing the Mega Man Battle Network Mod Card Kit!The Japanese versions of Rockman EXE 4 through 6 supported the Nintendo e-Reader in the form of "Kaizou Cards". Most of them were sold in booster packs or given away at events. You could scan these cards with the e-Reader and then transmit them to the game via Link Cable in order to receive rare items or boost MegaMan's power.Like most other bonus features of the series, these cards were never distributed outside of Japan and did not work on the English versions of the games. In addition, over time, some of the cards have become quite rare and hard to find. Most of the cards have been ripped, but naturally, they are illegal to distribute. And some cards were never ripped, leaving their contents unobtainable.This Mod Card Kit features custom cards that have been written from scratch and implement the Rockman EXE e-Card transmission protocol. They can be used to send over recreations of the original Kaizou Card data to Rockman EXE 4, Rockman EXE 5 and Rockman EXE 6. In addition, for the first time ever, you can also send Mod Cards to the English versions of Mega Man Battle Network 4 and Mega Man Battle Network 5!To reiterate: the cards in this kit work on the English e-Reader. They do NOT work on the Japanese Card e-Reader or Card e-Reader+. However, they CAN transfer data to the Japanese versions of Rockman EXE 4 through 6.The cards in this Mod Card Kit support the following versions:Of course, just implementing the transmission protocol wouldn't be any fun, so the e-Cards in this kit have some features and differences that set them apart from the original files.This Mod Card Kit contains two types of Mod Cards: Saveable and Non-Saveable. The difference between the two is just that: the Saveable Mod Cards can be saved to the e-Reader's memory. The Non-Saveable cards cannot, and act just like the official Kaizou Cards produced by Capcom. These are more suited to being printed out on actual cards.If you use the Saveable Mod Cards, note that some of them have the same name. In order to overwrite a Mod Card with the same name, you need to delete it from the e-Reader memory first. To do this, hold L+R when you boot up the e-Reader.In this Mod Card Kit, you will find many files ending with in. These are raw e-Card dump files, and you can scan these in emulators. Below you will find instructions on scanning cards and sending them to your game using No$gba.Note: this is not the only way to do it; there also exist versions of VisualBoy Advance that allow you to scan e-Cards. This may be more convenient if you are planning to transfer your Mod Cards to a pre-existing save file, as No$gba uses an encrypted save file format by default.- 15 May 2015Mod Card Kit: Download v1.0 Source code: GitHub For more info, check out the README.txt file included in the download.