Rockman & Forte
|Rockman & Forte|
Designed as a sort of a "consolation prize" game for gamers who couldn't afford a Saturn or PlayStation to play Mega Man 8, Mega Man and Bass team up to battle King, albeit for different reasons. Notable for its impressive sprite animation and difficulty, Rockman & Forte was a Japan exclusive until eventually being ported to the Game Boy Advance as Mega Man & Bass, albeit with horrible screen crunch, grating music due to the GBA’s sound chip, and a terrible English translation.
A number of debug menus seen in the previous games return.
POS. X POS. Y CH CELL NO. CELL NO. HIT NO.
This is identical to the Object Viewer in Mega Man 7, with the addition of an additional parameter: "OBJ_USE". The code begins at SNES address C02326.
Use these Pro Action Replay codes to boot into the object viewer:
C00547EA C005484C C0054926 C0054A23
- Controller 1:
- Left/Right: Decrease/increase frame index.
- Hold A and move D-Pad: Move sprite.
- Y: Animate sequence.
- Hold X and Left/Right or Up/Down: FlipY or FlipX.
- Hold B and Up/Down: Decrease/increase sprite index.
- Controller 2:
- Hold Y and move D-Pad: Cursor selection.
- Select: Reset/center cursor.
Identical to the Sound Test in Mega Man 7, and the cursor is still invisible against the background. The code begins at SNES address C04BCE.
Use these Pro Action Replay codes to boot into the menu:
C00547EA C005484C C00549CE C0054A4B
The highest valid music index is $2E, but the menu allows selection up to $35. Add PAR code C04CBC2E to lower the maximum value to $2E and prevent crashing.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Presumably tests the different graphic layers.
VTEST COL SCR1 SCR2 SCR3 OBJ
What appears to be an alternate jumping animation.
An unused "hurt" animation for the Snoler miniboss. Minibosses in the Mega Man games don't tend to have these kinds of animations.
These stick figures are used as placeholders for the Cold Man stage tileset.
A broken teleporter. The teleporters in this stage always function, even when the rooms are cleared.
Some Japanese text 「[...] キケン」 ("[...] Danger"). Unfortunately, the lower half of this has been cut off.
Castle Stage 2
These star tiles are used as placeholders for the Castle 2 stage tileset.
Castle Stage 3
More Japanese text: 「COLĐアスダイマジ＃テリー」 (COLĐ Asu Dai Maji # Terī). They appear to be the incomplete names of the bosses Cold Man, Astro Man, Dynamo Man, and Magic Man; the last name is the enemy Telly.
Alternately, "Asudai Maji" could be a name.
This is most likely a track for testing the sound system of the game. Use Game Genie code F071-E704 to play this track in the CD Database.
Other text that isn't used.
A leftover from the ROM building process, which amusingly indicates that this game was Rockman 8.5 at one point:
Text from a demo version of the game, helpfully including a build date.