Mega Man V
|Mega Man V|
Mega Man V is the last Game Boy Mega Man game, and the only one with Super Game Boy functionality. It also the only one to feature all new bosses instead of recycled robot masters.
A debug mode is located in the game, but there is currently no way to access it. However, all of the debug text and formatting is in the ROM. This is a mock-up of what the debug menu looks like.
It's largely the same as the Mega Man IV menu (Both games were made by the same team), with some additions. C1-C4 are the crystals in the latter four Robot Masters' stages. CL is the Grab Attack, MH is the Magnet Hand, and PG is the Power Generator.
MSGNO presumably displays cutscene text by ID.
While the debug menu has been disabled, some debug features are still functional.
Infinite Tanks (HERAZ): Set memory address DF07 to 1 (Gameshark code 010107DF).
Invincibility (MUTEKIM): Set memory address DF09 to 1 (Gameshark code 010109DF) to enable partial invincibility. You can still get hit, but you won't lose energy. You can also still die by hitting spikes or falling down pits.
Set the address to 2 (Gameshark code 010209DF) to enable total invincibility. You will not be able to get hit, spikes will act like solid blocks, and pits will act like bouncy surfaces.
Miscellaneous Debug Text
The following text seems to be for debugging purposes, but it isn't actually used anywhere. Text starts at 4036A in the ROM.
ALL 0 DMON MINI DMON MAX KOUHAN MINI KOUHAN MAX EART MIN EART MAX
Alternate Neptune Stage Palette
|Normal Palette (Stage ID #4)||Alternate Palette (Stage ID #11)|
Stage ID 11 is a duplicate of Neptune's stage's interior. The only difference is the SGB palette. This alternate palette is used nowhere else in the game.
Presumably you were meant to warp here from the exterior part of Neptune's stage, but the final version has the exterior and interior parts under the same stage ID.
This game contains a whopping 6 unused tracks! Unlike Mega Man IV, these don't appear to be variants on used tracks. There's also one track that's never heard in its entirety.
Another take on the music used after Wily Star explodes.
This track originates from Mega Man IV, where it's used after defeating Wily. It's probably included here as a placeholder for the new fanfare.
A short dramatic sting, this is another track taken directly from Mega Man IV.
This track is used twice in the game, but the last 18 seconds are never heard during normal play, nor does it ever get a chance to loop.
A song of unknown purpose placed immediately after the alternate fanfare by ID.
Unused Stage Track #1
A discarded track for a normal stage. This is sandwiched with the first four Robot Master tracks. Given its placement, and the position of Venus' final track as the last music piece by ID, this might have been the original theme for that stage.
Unused Stage Track #2
Another unused track for a normal stage, this one is placed with the last four Robot Master tracks. Which stage it might have been intended for is unknown.
Super Game Boy SOUND
Located at 0x3D0F4 is a single Super Game Boy SOUND command that loads during startup. Because the first two bytes are set 80 the sound is muted; the third byte which controls the pitch/volume command is set to 22.