Do not get upset with me, please!!!! Please be nice to me. I am being kind to you so I just want to understand what's going on, that's all.
Your posts come across as extremely accusatory. You see something you can't explain, then finger my stuff and claim that there's an "error," that I did something wrong. How do you think that makes me feel? If you don't want me to get upset, don't claim that my stuff is bad the instant you see something you can't explain, especially when your methods of comparison are questionable at best.
To address the issue at hand? There are a couple of things in play here. When I hack a game, I'm obviously concerned with what the game does and how it does it, but I'm also concerned with what the game could forseeably do. This is a good example - these strings might never actually appear in normal gameplay, but in the event that they do and we just haven't figured out how to trigger them, I need to make sure that they're translated and hacked properly anyway.
None of us here have access to the original sources for the games we're working on, with the exception of special cases like SMB1 and the Sonic games where people have disassembled and commented the games' code. We have access to the strings, the structures that store the strings, and the code that immediately loads and prints the strings to the screen, but we don't often get a wider angle than that. We have to operate under the assumption
that every string that's present in the game's data is used at some point or another, because even if we can't figure out how to get a string to display doesn't mean that nobody else will.
This is also why we can't just translate games by screenshotting all the text we see; it's very likely that we'll miss a string or two at some point. And this is why you can't just play one version of a game and write down everything you see, then throw a fit when text present in another version's data doesn't match anything you've written down. You need to actually dump all of the data from the game and compare, string by string. By playing the game you're almost certainly going to get a representative but inexhaustive
sample of the data present under the hood.
Here's an article for you to read: http://tvtropes.org/pmwiki/pmwiki.php/Main/DummiedOut
You'll note a link to The Cutting Room Floor in that article. TCRF does have a section on Rockman & Forte, but these particular strings are not present. That doesn't necessarily mean that they're used though, it just means that nobody skilled enough who cares enough has definitively determined that they're not
used, and as such hasn't added them to the game's wiki.
So, back to the question. Are the strings used? Hell if I know! I haven't played the game in years. But they're stored in the game's data and referenced by the game's text pointers, so I have to assume that they are
used at some point even if I don't know how to get them to actually display. This is because if I assume that they're not used and remove them from the data, and if I turn out to be wrong, you end up with a glitchy game, and nobody wants that. There are many, many other ways to end up with a glitchy game, but removing text that might be used at some point or another is one that's easily avoided. Why take chances?