Cyberworld Endless

FAQ

New 25
From: Guide

Which ROM do I need?

Mega Man Battle Network 6: Cybeast Gregar (USA), unmodified, as the .gba file dumped from your own cartridge. Its SHA-1 is 89fe0bac4fd3d2ab1d2ca35e87ef8b1294a84cd6. The file's name doesn't matter: the game checks what is in it.

Cybeast Falzar, other regions and the Legacy Collection's version don't work yet.

Guide: What you need

From: Guide

Can Battle Network 5 join in?

Yes, if you have it: put Mega Man Battle Network 5: Team Colonel (USA), unmodified, in the same folder as your BN6 ROM (SHA-1 5f472f78d8de2df01d5039e045c043cb40969a39). Six of BN5's net areas then turn up in runs in place of the BN6 areas they resemble, each in about half the runs that come there: ACDC Area for Central Area, Oran Area for Green Area, SciLab for Sky Area, End Area for Seaside Area, BN5's Undernet for the Undernet and Nebula Area for the Graveyard, in BN5's own tiles, music and bystanders. Their battles are BN5's own, fought in BN6's engine, where every Cross and chip of the run works. Each act of a run is about one virus family, named on the act's card, and it can be BN5's in a BN6 area, more often the deeper the run. Half the chips BN5's areas hand out are BN5's, and its DarkChips burn in its flames of darkness. In about half the runs a Navi of BN5's guards such an area; beaten, he gives his Soul, which MegaMan can UNITE with in every battle after.

Online, with BN4 Red Sun beside it, it fills your NetPass: NetBattles, trades and the week's DeepNet.

When the game has found it, the title's top right corner says BN5 found as the game starts. On a PC, a Mac, a phone or a tablet, R on the title opens the ROMs screen, where BN5's cartridge slot takes it; in the browser, choose it on the player's page beside BN6. On a handheld or a New 3DS, put it beside BN6's ROM.

Guide: What you need · MULTIROM: other games' ROMs

From: Guide

Can Battle Network 4 join in?

Yes, if you have it: put Mega Man Battle Network 4: Red Sun (USA), unmodified, in the same folder as your BN6 ROM (SHA-1 a97e96a7da03abd70f7953328e511b9fa29179f1). Its five net areas then turn up in runs in place of the BN6 areas they resemble: ACDC Area, Town Area, Park Area, the net of far countries and BN4's Undernet, each in about half the runs that come there (a quarter where BN5 has an area there too), in BN4's own tiles, music and battle backgrounds. Their battles are BN6's, and in half the runs one of BN4's Navis guards them: GutsMan, AquaMan, FireMan, Roll, WoodMan, ThunderMan, WindMan, SearchMan or JunkMan. Nine of BN4's virus families, Billy, Spikey, Shrimpy, Walla, Elmperor, CirKill, VolGear, Kilby and MagTect, join the ones an act can be about, each paying from BN4's own rewards. 77 of BN4's own chips play in BN6's battles and seventeen of its Program Advances form; a chip of BN4's that does not play yet pays 200 zenny.

Once a run has reached the Nest, it also brings a tournament: in half the runs act 3's arena holds three Navis in a row instead of one guardian (in the endless net, one of acts 3 to 5 each cycle), shown on BN4's own bracket screen. They come from BN6's and BN5's Navis and BN4's GutsMan, ThunderMan, WindMan, FireMan, SearchMan, AquaMan, WoodMan, JunkMan, Roll, BurnerMan, SparkMan and TopMan. Each round pays a Navi chip, and a round lost ends the run. EXTRAS in the run's setup switches it off.

When the game has found it, the title's note says BN4 found as the game starts. It goes in wherever BN5 does: on a PC, a Mac, a phone or a tablet, BN4's cartridge slot on the ROMs screen (R on the title); in the browser, its slot on the player's page; on a handheld or a console, beside BN6's ROM. A New 3DS reads one of the two, BN5's where both are there; with either, its NetPass holds the Square and Trade stamps.

Guide: What you need · Can Battle Network 5 join in?

From: Guide

How do I play online?

Through the gate in Lan's HP, where every run begins and where MegaMan comes home after each act. Step on it and say yes: the run is saved right there, and MegaMan logs in to a Net Square on a server, a plaza where up to eight players a channel meet. The first visit asks for the name other players see, and says what the server learns. R, or the pad you came by, takes you home to the gate, the run as you left it.

There, SELECT opens a strip of emotes and phrases: MegaMan performs an emote with BN6's own poses and sounds, or says a phrase over his head, from fixed lists: there is no free text. L held with a direction sends one of four favourites at once, a second screen (the 3DS's lower one) sends any with one tap, and a wave answered within five seconds puts a "!!" between you. A facing another MegaMan shows his card (HP, act, Crosses and Souls) with Battle, Wave, Mute and Block. Trade Central swaps one of your spare chips for another player's, and its board shows what each player offers and wants. The referee by the Arena's ring calls every NetBattle in the channel. Nothing in the Square makes a run stronger: the one thing that comes home is a chip you traded.

Every system goes online, the browser too.

Guide: Going online · In the Square · Trades

From: Guide

What is the NetPass?

What your games open online, as four stamps. Square is everyone's, with BN6 Cybeast Gregar (USA) alone: walking, phrases and emotes, cheering, cards, the referee's calls, the board, reading the trade offers and the week's ranking. Arena (NetBattles, and watching them), Trade (trades and the trade board) and DeepNet (the week's dive) need every game this version supports online: BN6 Cybeast Gregar (USA), BN5 Team Colonel (USA) and BN4 Red Sun (USA). Put BN5's and BN4's ROMs beside BN6's, and the greeter Mr.Prog stamps all four at your next visit. A New 3DS reads one of the two, and either gives it the Trade stamp: it trades the chips both games hold, with no NetBattles and no DeepNet dive.

It is a key item: KeyItem in the PET, then A on NetPass; in the Square, R on the PET's menu opens it too. It also shows at the gate before you go. If a later version supports another game online, the stamps that need it open again until you add it, and the release notes and this site say so first, as when BN4 Red Sun joined the set.

Guide: The NetPass · Can Battle Network 5 join in? · Can Battle Network 4 join in?

From: Guide

How do NetBattles work?

Battle on another player's card, where both passes hold the Arena stamp, asks him for a Practice NetBattle. You fight with your MegaMen as they are: HP, NaviCust, buster, Crosses, BN5's chips and BN4's that play in your folder and your Souls, UNITE on the Custom screen as in a run. Nothing is won or lost. Afterwards a result card shows the time, the HP left and the chips each of you used, and asks whether to go again with the same player.

It runs with rollback: each game plays on at once, guessing the other player's buttons, and rewinds the frames it guessed wrong when his real presses come in. On a good connection that is 2 frames of input delay. Anyone else in the channel with the Arena stamp can watch from the stands, from the battle's first frame, and cheer.

Team up on a player's card makes the two of you a team. A Battle between two teams is a Team NetBattle, and MegaMan asks how to fight: one by one or side by side. One by one is a relay: the one who asked to team up picks who goes first, without seeing the other team's pick. The leads fight; the winner stays on with the HP he has left and the loser's partner comes in, until both of one team's MegaMen are deleted. Whoever waits watches from the stands. Side by side, all four MegaMen fight on one field, two a side: each partner picks his own chips on his own Custom screen while the leads wait for him, and the team whose MegaMen are both deleted loses. A partner fights as his whole MegaMan: his folder, HP and buster, his NaviCust's programs, his Crosses and Beast Out, his Program Advances, and UNITE with his own Souls.

NetBattles run on computers, phones and tablets, PortMaster handhelds, the Steam Deck and in the browser. The New 3DS has none: running both players' GBAs takes it half again a frame's time. There the referee still calls the channel's battles.

Guide: NetBattles · Watching

From: Guide

What is the week's DeepNet?

A net for the week, the same for everyone on a server: every Monday at 00:00 UTC each server opens a new one. The greeter Mr.Prog in the log-in plaza offers it to a pass with the DeepNet stamp, and the dive begins in Lan's room from the same start for all: the short net, the Standard folder, threat 0, no helpers and nothing your runs unlocked.

Your run in progress waits in its own save, and the title's CONTINUE stays with it. Your next visit posts how deep you got, and the board lists the week's eight deepest dives as players report them, your own best and last week's three. Dive as often as you like: your best counts, and a dive unlocks nothing.

Guide: The week's DeepNet

From: Guide

What does a server keep?

The official server asks for no account and no e-mail, and never sees your ROM or your saves. While you are there, it sees the address your game connects from, the name you chose, where MegaMan stands and his card. Your identity on it is a key your game makes for that server alone. It keeps the trades made and the week's DeepNet board, each by that identity and name, daily totals with no names (how many came, traded and battled: /stats), and no log of who came and went. There is no free text, so there is nothing to report: block a name from its card. How long it keeps what, the server's README says.

Anyone can run a Net Square of their own: the server is a small program, with ready builds for Linux, Windows and macOS and a Docker image. Give its address to the Mr.Prog at the gate to go there.

Server: TLS and privacy · Hosting a server · Guide: Servers

From: Guide

Can I host my own Net Square?

Yes, and it needs no ROM. For a LAN party, download the server for your computer, unzip it and start it. Nothing needs setting: it names the address the others give the Mr.Prog at the gate, such as 192.168.1.20. Friends elsewhere come in over a private network such as Tailscale, or through a port forwarded on your router.

For a Square that stays up, and that the browser and the 3DS reach too, use a server with Docker and a domain: one Compose file starts the server, its daily backup and Caddy, which gets the HTTPS certificate from Let's Encrypt. Players then type the domain. Your Square, your rules: name it, give it a seed of its own for another plaza and another week's DeepNet, and moderate it from its command line.

Host your own Net Square · The server's downloads

From: Fidelity

Why isn't the game included?

Because the ROM is the game. BN6's battles, chips, viruses, PET, shops and music all run from it on an embedded mGBA core; Cyberworld Endless builds the net around them and keeps the run going. No download and no page holds Capcom's data, so without the ROM there is no game.

It is an unofficial fan project, not affiliated with or endorsed by Capcom.

FIDELITY: whose each part is

From: Guide

Does the browser upload my ROM?

No. The player checks each file, BN6's, and BN5's and BN4's if you add them, and keeps them, with your saves, in the browser's own storage (IndexedDB) on your device. The next visit starts straight away, and Forget all in its menu removes them.

Guide: In a browser

From: Guide

Does the game send anything?

Only if you say yes. At its first start the game asks once whether it may send anonymous play statistics, the cursor on No, and sends nothing before a yes. A yes sends the system and version it runs on and the screen's size as it starts, each run's setup as it begins, how each guardian's battle ends (won or lost, MegaMan's HP left, its seconds) and how each run ends (how far, by whom, its minutes, and what it chose: requests, orders, duels, which ways); online, how a visit to a Net Square ends, a NetBattle's network numbers (its delay, rollbacks, worst tick and stalls) and how it ended, and that a trade was done, a battle watched or a dive posted, to the game's own site on the developer's Umami. No names, no IDs of you or your device, no server addresses, no ROMs, saves or file paths, and no cookies.

To change it, open Options (OPTIONS on the title's menu, or Options in the PET's in a run), whose Statistics line shows your answer and asks again, on the 3DS too. statistics = off in settings.ini does the same. This site's pages count their own visits and downloads with Umami, anonymously and without cookies, apart from the game's.

Guide: Anonymous statistics

From: Guide

Where can I play?

On handhelds with PortMaster (AmberELEC, ArkOS, Knulli, muOS, ROCKNIX and more; made on a Retroid Nova and a Retroid Pocket Flip 2), on a Steam Deck, on an x86-64 Linux PC (Flatpak, AppImage or .deb), on Windows 10 and 11 (an installer or a zip), on a Mac (macOS 11 on), on Android phones, tablets and handhelds (an APK), on an iPhone or iPad (iOS 14 on, through SideStore or AltStore Classic), on a New 3DS (a HOME Menu title FBI installs from a QR code, or the Homebrew Launcher), and in a browser, a phone's too. Every one of them goes online; NetBattles run on all but the New 3DS.

On a touch screen the game draws its own D-pad and buttons round the picture, sized for a thumb, and a MENU button that sizes and moves them; a controller or a keyboard puts them away.

The downloads · Guide: Install

From: Guide

How do I add it to Steam on a Deck?

In Desktop Mode, install the Flatpak from the releases (Discover opens it), then paste this into Konsole:

python3 "$(flatpak info --show-location io.github.saschb2b.Mega-Man-Battle-Network-Cyberworld-Endless)/files/share/cyberworld-endless/steam/add-to-steam.py"

Steam closes for a moment and opens again with the game in its library under Non-Steam, with its own capsule, banner and logo. In Gaming Mode, Steam hands it the Deck's controls. The AppImage offers the same on its first start.

Guide: On a Steam Deck

From: Guide

What is a run?

A run begins at home, in Lan's room: step up to his PC and press R, and Lan jacks MegaMan in to his HP, whose pad leads into a net that is new every run, laid out in the style of one of BN6's areas. Find the exit pad to go a layer deeper; the area's viruses meet you on the way, and each act is about one virus family, named on its card.

Three layers make an act, and a guardian Navi waits at the end of each. His Guardian Data takes MegaMan home to Lan's HP, where two portals lead to the next act's areas, each with its guardian's signal. Down the stairs and out of the front door is Central Town, which remembers the run.

A run is the short net: three acts, then the Cybeast Nest on layer 10, whose fall wins the run. A win opens the endless net: acts 1 to 4 on the surface, the story's comps and the homepages, act 5 the Undernet, act 6 the Graveyard, layer 19 the Nest, where the Cybeast Gregar itself waits, then again, harder. Once the Secret Area has been cleared, Bass waits behind its golden gate.

Guide: A run

From: Guide

How does MegaMan get stronger?

On the first layer a Mr. Prog offers a gift: two HPMemory, a ★3 chip or a NaviCust program.

Every guardian leaves Guardian Data: five HPMemory, its Navi chip, its Cross where it has one, and a choice of NaviCust programs. The second and fourth guardians grow the NaviCust to 5x4, then 5x5. Beating the Cybeast at the endless net's own Nest gives BeastOut for the rest of the run, and from then on the setup can bring it from the first battle.

Chips come from Mystery Data, Net Dealers and traders, rarer the deeper you go.

Guide: Getting stronger

From: Guide

What happens when MegaMan is deleted?

The run is over. The title shows how deep you got, how many viruses and Navis you deleted, and your best depth, which stays. The guardians remember how your battles with them went, run after run.

If a run ends before its first guardian, the next run's gift comes with an extra HPMemory.

Guide: Saving and losing

From: Guide

What carries over between runs?

MegaMan starts every run as strong as the first time: what runs leave behind is options. From the second run, NEW GAME opens a setup: the short or the endless net, a starting folder (Blade and Storm open with milestones), a Cross to bring from the first battle once its Navi has fallen as a guardian, a threat rung (each win opens the next) and helpers, BeastOut from the first battle among them once the endless net's own Nest has fallen.

Every chip MegaMan holds joins the Library, which every run's PET shows whole, a page per game, and the NaviCust programs he has run with come back at later runs' program vendors. A gate sealed with a Navi's code opens for good once you have deleted him twice as a guardian, and his SP waits behind it; a collector's vault opens for a Library big enough, with three rare chips to pick from. Each run hides one of the NaviCust's Spins, a colour you don't have yet, in a blue Mystery Data deeper in: found, its colour's programs turn with L and R in every run after. Milestones put BN6's own marks on the title.

Every virus MegaMan deletes adds to his battle data on its family. Complete on three families, eight deletions each, it brings a Navi of Dad's lab to Lan's HP: the Battle Lab, where you set up test battles that pay nothing and cannot delete MegaMan.

Guide: What carries over

From: Guide

When is the run saved?

Each time MegaMan arrives on a layer and as a guardian's Guardian Data appears, whenever you choose Save in the PET, and when you quit while he is free to move (not in a battle, a talk or a guardian's scene). CONTINUE on the title brings you back there.

Guide: Saving and losing

From: Guide

Do my saves survive an uninstall?

On Android, an iPhone or an iPad, uninstalling deletes the app's files, so the app keeps a copy, cyberworld-endless.cwsave, in your ROM folder or a folder you choose in SAVES. After a reinstall, choose that folder again: the game finds the copy and offers it back. To move to another system, SAVES on the title exports the same file; IMPORT on the other device shows both and asks which to keep.

Guide: Moving saves between devices

From: Guide

Can I change the keys?

The keyboard starts with the layout of Capcom's PC version: WASD move, J is A, K is B, Q and E are L and R, Enter is Start and R is Select. Keys are positions, so on AZERTY you move with Z Q S D. Controllers use their own buttons.

OPTIONS on the title's menu (or Options in the PET's in a run) opens Options, here in the browser too, and its Controls the controls screen. It has a tab for the controller and one for the keyboard (L and R switch them), and a row for each GBA button with a MAIN and an ALSO slot: choose one and press the button or key you want there. D-PAD asks for its four directions in turn, so a stick, a hat or keys can move MegaMan; A and B has presets, B on X (left of A, as on the GBA) among them. A button another one had swaps over, X clears a slot, Set all asks for every button in turn, for a controller laid out its own way, and DONE keeps it all once you press the new A. The screen itself always answers the controller's own A, B and D-pad, the keyboard and taps. pad.ini and keys.ini in the save folder hold them.

On a touch screen, the MENU button beside the buttons pauses the game: SIZE, OPACITY and HAPTICS for them all, CONTROLLER where one is connected, and EDIT LAYOUT, where you drag a button where your thumb wants it, pinch it or drag a corner to size it, or take a preset such as LEFT-HANDED. DONE keeps it. The phone upright and on its side keep an arrangement each.

Guide: Playing

From: Fidelity

What is BN6's own, and what is new?

BN6's own, running from your ROM: battles and viruses, chips and Busting Levels, the PET, shops and traders, the guardians' boss battles, the sprites, faces, text engine and music.

Built by the engine in the game's formats: every layer's layout, its floors (tiles learned from the area's original maps), its walls and what stands where. Written for the run: the Endless Net's story, what people say, the run summary. Online: the Net Square, built the same way from BN6's own nets, and its server, which never runs the game.

FIDELITY: whose each part is

From: Emulation

How does it run BN6?

An embedded mGBA core runs the game's own code from your ROM. Cyberworld Endless is the director around it: it builds each layer in the game's map formats, points the map tables of the core's in-memory copy of the ROM at it (your file is never written), and watches the game's memory to move the run along.

Why not a native port, as Ship of Harkinian is for Ocarina of Time? BN6 has no C decompilation, its picture and sound would need emulating anyway, and a native build would ship Capcom's code. The emulator runs your ROM and ships none of it.

EMULATION: the memory it writes

From: Guide

Something broke. Where do I say so?

In an issue on GitHub: what happened, and where in the run. On a handheld, attach ports/cyberworld/log.txt, the last start's output.

Issues

From: Guide

How do I hear about new versions?

Every version, what it brought and its trailer, is on the versions page, the newest first; add its feed to any RSS reader to hear of the next one.

On GitHub, open the repository and choose Watch › Custom › Releases: GitHub tells you when a new version is out. Without an account, add the release feed to any RSS reader. New versions are announced in the Discussions too, beside questions, ideas and players' runs.

Versions · Discussions

All questions