Mega Man V

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Title Screen

Mega Man V

Also known as: Rockman World 5 (JP)
Developer: Capcom
Publisher: Capcom
Platforms: Game Boy, Super Game Boy
Released in JP: July 22, 1994
Released in US: September 10, 1994
Released in EU: 1994


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.


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.

Contents

Debug Content

Debug Menu

Function, damn you!

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.

Debug Features

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)
Blue... ...or green? Answer: blue.

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.

Unused Music

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. Game Genie codes ??0-BAB-3B3 + 11D-18E-4C2 will play any song ID at the title screen.

Alternate Fanfare

Another take on the music used after Wily Star explodes. ID 74

Placeholder Fanfare

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. ID 71

Placeholder Sting

A short dramatic sting, this is another track taken directly from Mega Man IV. ID 5B

Take Flight

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. ID 63

Unknown Song

A song of unknown purpose placed immediately after the alternate fanfare by ID. ID 75

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. ID 5F

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. ID 66

(Source: nensondubois for access method and proper song IDs)

Super Game Boy SOUND

Capcom was tinkering with the idea to use Super Game Boy sound effects. Located at 0x3D0F4 is a single Super Game Boy SOUND command that loads during startup. Because the first two bytes are set to 80 the sound is muted; the third byte which controls the pitch/volume command is set to 22.

There are two identical unused SOUND tables located at 0x3CFE0, 413B7 (US version).

There is an unused sound mode that can be activated via Game Genie code 2F8-D3F-B36. This mode will cause three effects:

  • SOUND commands will load twice upon booting.
  • SOUND command 41800000 will load when entering the title screen without music (must choose password first or the game will freeze)
  • SOUND command 41808022 will load when entering the title screen from the password screen.
C980000100020303030403050306030703080209020A020B020C010D01
0E010F0310031100120013001401150116021703180319001A001B021C
0123022401250126032700280029012A002B032C002D032E002F003002

80000102020203020401050106010702080009000A000B000C030D020E
030F031001110012011302140015031602170018001900
(Source: nensondubois)