1111111111222222222233333333334444444444555555555566666666667777777777 1234567890123456789012345678901234567890123456789012345678901234567890123456789 (see? 79 chars!) ------------------------------------------------------------------------------- ZSNES/PAR codes for Rockman and Forte Engineered by flamingspinach - http://genesisreality.dyndns.org/ ------------------------------------------------------------------------------- NOTE: These codes work only for the JAPANESE version of Rockman & Forte. After all, there really was no other version, only hacks done later on the ROM, so if you want to use these codes, make sure to not use the patch - some of them, like the boss codes, might not work as expected. Don't email me telling me the codes don't work if you're using any patch. You could, however, only turn on the patch right before some dialogue happens... Ah, here it is. My sixth PAR codelist. The first in a while, too. In any case (blah blah), all codes have been engineered by me, flamingspinach, and are not supported (to my knowledge! :) ) by the makers of this game (namely, Capcom). Um... oh yes, I'm keeping the width limit of this FAQ to 79 characters, as is stipulated in the GameFAQs submissions guidelines, and I'm also keeping the code names to 18 characters, as per the ZSNES/SNES9X .CHT file format. Why am I writing this guide? Well, for one, Rockman and Forte is programmed nice and simply. But also, it has some interesting quirks due to the fact that there are two very different playable characters. This you'll see later on. :) Anyway, onwards! ---------------------------------------------------------------------------- Code List ---------------------------------------------------------------------------- These codes are split up into various sections: - Invulnerability (I put this in a separate section because it's probably the most important code, so I don't want to put it way down there with the "Miscellaneous" codes. ^^) - "Infinite" codes - Character codes - Game dynamics codes - Miscellaneous codes - Boss codes 1) 7E0C30FF INVULNERABILITY 2) 7E0C2FFF INF HP 3) 7E0B82FF INF S. DRILL 4) 7E0B84FF INF L. BOLT 5) 7E0B86FF INF R. MINE 6) 7E0B88FF INF W. BURNER 7) 7E0B8AFF INF M. CARD 8) 7E0B8CFF INF I. WALL 9) 7E0B8EFF INF T. BLADE 10) 7E0B90FF INF C. VISION 11) 7E0B92FF INF RUSH/GOSPEL 12) 7E0B94FF INF BEAT 13) 7E0B96FF INF EDDIE 14) 7E0B7E09 INF LIVES 15) 7E0B9CE7 INF BOLTS 16) 7E0B9D03 INF BOLTS 17) 7E0B7600 BE ROCKMAN 18) 7E0B7601 BE FORTE 19) 7E0C54FF INF DASH 20) 7E0C5C80 INF DASH-JUMPS 21) 7E0CFA10 SHORT/LONG ATTACKS 22) 7E0C5BFF INSTANT MEGABUSTER 23) 7E0C1D40 LAND GRAVITY 24) 7E0C1D20 WATER GRAVITY 25) 7E0C1D10 LUNAR GRAVITY 26) 7E0C1D00 CANNOT FALL 27) 7E0B97FB HAVE ALL ITEMS 28) 7E0B98F0 HAVE ALL ITEMS 29) 7E0B99FF HAVE ALL ITEMS 30) 7E0B9F00 BOSS CODE 1 31) 7E0EEF01 BOSS CODE 2 32) 7E0F2F01 BOSS CODE 3 33) 7E0F6F01 BOSS CODE 4 34) 7E19EFFF BOSS CODE 5 35) 7E1A2F00 BOSS CODE 6 36) 7E1A2FFF BOSS CODE 7 37) 7E1A6F01 BOSS CODE 8 38) 7E1AAF01 BOSS CODE 9 39) 7E1BEF01 BOSS CODE 10 40) 7E1AEF01 BOSS CODE 11 ---------------------------------------------------------------------------- Code Descriptions ---------------------------------------------------------------------------- 1) INVULNERABILITY - This is just what it sounds like - an invulnerability code. When you use this code, you can walk through enemies or on spikes with the greatest of ease. :) I did this, of course, by searching for values that changed when Rockman or Forte was flashing after taking a hit. This is probably the most useful code in the game. :) 2) INF HP - This fixes Rockman or Forte's HP at maximum. I found this by searching for values that decreased when Rockman or Forte got hurt. 3-13) INF {S. DRILL | L. BOLT | R. MINE | W. BURNER | M. CARD | I. WALL | T. BLADE | C. VISION | RUSH/GOSPEL | BEAT | EDDIE} - This gives you infinite ammunition for the special weapon or special helper robot (i.e. Rush, Gospel, Beat, and Eddie) specified by the code. These codes work in a strange way: the MSB (most significant bit) of the value (which is the first bit, in case you were wondering - because it represents the highest power of two in the 8-digit binary number) represents whether or not you have gotten that capability, and the rest of the value represents how much ammunition of it you have. This means the ammunition can be anywhere from 0 to 127 (0x7F), and you add 128 (0x80) to that number to signify that you have the weapon. Unfortunately, since PAR codes have to set the value of the whole byte, that means if you use the code, you will automatically have that weapon, and the boss you got it from will no longer be there. This could suck, if you turned on all these codes in the beginning of the game and then didn't have any bosses to beat! LOL In any case, the obvious solution is to not turn on the code for a weapon until after you actually get the weapon. If you're using ZSNES, you're in luck because when you turn off codes in ZSNES, the values get set back to 85 (0x55), which is less than 128, so you could just turn on the codes, and then turn them off right before you go to the world map. Of course, this applies in a similar way to the helper robots. If you use the Rush code, you can no longer buy rush from the store, obviously. :) Unlike with the weapons, I think this is a good thing, but it's up to you. Oh, and make sure you do NOT use the Beat and Eddie codes unless you're playing as Rockman or have the "Be Rockman" code on. If you try to go into the start menu as Forte with the Beat or Eddie codes on, the game will freeze in an ugly beige screen with a strange line near the top right. LOL Any of the other codes will work with both characters though, since they have the same weapons except that Rockman has Rush Search and Forte has Gospel Boost, but since they're in the same slot on the menu, the code applies to both of them. The names should be pretty self-explanatory (they're the same as what's in the menu in the game), but here's a table anyway. :) Short Name Long Name Origin S. DRILL ---- Spread Drill ----- Ground Man L. BOLT ----- Lightning Bolt --- Dynamo Man R. MINE ----- Remote Mine ------ Pirate Man W. BURNER --- Wave Burner ------ Burner Man M. CARD ----- Magic Card ------- Magic Man I. WALL ----- Ice Wall --------- Cold Man T. BLADE ---- Tengu Blade ------ Tengu Man C. VISION --- Copy Vision ------ Astro Man RUSH -------- Rush Search ------ Rush Search Item GOSPEL ------ Gospel Boost ----- Gospel Boost Item BEAT -------- Beat ------------- Beat Item EDDIE ------- Eddie ------------ Eddie Item I found these just by searching for values that decreased when a certain special weapon's energy drained. Once I found one of them, I just looked near that value and found all of these. Easy enough. :) Then I looked a bit further forward and found the "Have All Items" codes, since all the codes for the menu seem to be right next to each other. But I'll explain how those codes work when I get to them. 14) INF LIVES - This one was really easy. :) I just searched for values that decreased whenever I died, and I found this. It keeps your current number of lives at 9 (because it looks like anything bigger than that, i.e. a two-digit number, wouldn't fit on the spot on the menu for it anyway). 15-16) INF BOLTS - I searched for values that decreased when I bought items from Rightot's Shop, and found this code, which will give you 999 bolts, the currency in the Rockman/Mega Man universe. You can use this code to buy everything in Rightot's Shop. There isn't really anything else you can use it for in the game. 17-18) BE {ROCKMAN | FORTE} - I got lucky on this one! I searched for values that changed when you moved the selection from Rockman to Forte or back again in the very beginning of the game when you're selecting your character. I found these codes, which cause the selector to be stuck on either Rockman or Forte, but it does oh so much more. While you're in the game, you can turn on the code for the other character, and though it will cause a few glitches, your character pretty much assumes all the characteristics of the other character. :) This is super-useful. Why? Well, now you can play the whole game as Forte (the better of the two in my opinion), only switching to Rockman in the middle of a level whenever you need to dig for a CD with Rush, or get a shield from Beat, or slide into a narrow opening, or something such as that. There are some setbacks, though. I will list exactly what happens when you use these codes, to the best of my knowledge: If you're playing as Forte, and use the "Be Rockman" code... - You cannot walk around, unless you "hit the ground running", literally. (i.e. you jump into the air, and when falling back down, hold left or right, and you'll start walking). - You can no longer do double jumps like Forte usually can. :( - You will still look like Forte, except he looks like he's having spasms of some sort in his knees. o_O - You can no longer dash, you have to use Down + B and slide like Rockman. However, this "slide" will cause Forte to look like he's just standing and shooting, whereas he's actually moving forward and leaving a strange dust trail (you'll see what I mean). Yes, you can still go into small gaps like Rockman can, even though Forte is standing up and gliding forward. His upper body will just pass through the part of the wall above the gap you're supposed to be sliding through. LOL - When climbing down ladders, you'll look normal, but when climbing up them, you'll look like you're standing and repeatedly yanking something out of the ground, while somehow gliding up the ladder. LOL - If you shoot any weapon, including the normal weapon, you'll hear the weapon's sound but either strange things or no things will happen, except in the case of Lightning Bolt and Tengu Blade, which work fine. Other weapons act strangely, with the weapon's effects sometimes not appearing, and often appearing meters away from Forte. LOL - If you switch weapons, or go in and out of the menu, Forte will take on the color scheme of Rockman. Trust me, this looks really really ugly. LOL One thing that's pretty interesting to do is to use the "Be Rockman" code while you have Gospel selected. Then try using Rush Search - he's purple like Gospel, except he has a brown nose for some reason... o_O Works the same the other way around, with a red Gospel. :) - If you just stand there, Forte will look like a standing Forte, but if you fire a weapon while standing, suddenly Forte will start walking in place. :) If you're playing as Rockman, and use the "Be Forte" code... - Suddenly you can do double jumps, like Forte. :) - You still look like Rockman, except that you look as if you're getting hit whenever you fire a weapon in the air, and you look like you're doing the beginning of Tengu Blade, except with the R. BUSTER color scheme... Also you look like you're starting to beam up whenever you jump. - If you shoot any weapon, including the normal weapon, you'll hear the weapon's sound but either strange things or no things will happen, except in the case of Lightning Bolt and Tengu Blade, which work fine. Other weapons act strangely, with the weapon's effects sometimes not appearing, and often appearing meters away from Rockman. LOL [Yes, this is copied from the Forte section. :) ] - If you switch weapons, or go in and out of the menu, Rockman will take on the color scheme of Forte. Trust me, this looks really really ugly. LOL One thing that's pretty interesting to do is to use the "Be Forte" code while you have Rush selected. Then try using Gospel Boost - he's red like Rush, and even the combined Forte/Gospel has red afterburners... o_O Works the same the other way around, with a purple Rush. :) [Yes, this is copied from the Forte section. :) ] - You can no longer slide, like Rockman usually does. You have to use the A button to dash like Forte. It looks strange... like Rockman is striding forward, but got stuck in mid-stride, and is gliding forward leaving a strange- looking trail of dust. :) This means you can also not slide into the small gaps Rockman is usually able to. - When climbing ladders, up or down, you'll look like you're getting hit. As you can see, there are a few problems, but everything usually turns out fine with these codes. :) 19) INF DASH - I just searched for values that "ran down" as Rockman or Forte's dash drew to a close, and set them to FF. Easy. Now you can dash forever, theoretically. :) 20) INF DASH-JUMPS - This code is AWESOME. It only works for Forte though. Since Forte can double-jump, I thought there must be a way the game keeps track of whether he's done his second jump or not. Well, this address, when set to 0x00 means he's on the ground, ready to jump, 0x40 means he's done his double jumps, and 0x80 means he's on the ground, dashing, and ready for a dash jump (which goes farther sideways and I think maybe higher - not sure). So I set it to 0x80, and this is the result! You can now keep jumping in midair forever, if you want to, and each jump has the awesome momentum of a dash jump! Perfect. :) Very useful against King's tank. 21) SHORT/LONG ATTACKS - This memory address is basically used by the special weapons to keep track of various stuff. For example, the Lightning Bolt special weapon uses this address to keep track of which lightning bolt it's on. L. BOLT goes from 0 to 5, BTW. This one is the most useful for Ice Wall, with which it makes the ice wall last forever instead of cracking and breaking apart. This can also be a problem sometimes, though, because you can't have more than one Ice Wall out at a time, and if they last forever... well, you can see the problem. Anyway, that's what this code is for. Try playing around with it, for different values, and see how it affects the special weapons. Someday I'll probably put a table here showing exactly how each special weapon uses the memory address, but not now. Email me if you really want me to. :) 22) INSTANT MEGABUSTER - This works for Rockman only. This value is used to store how charged Rockman's Rock Buster is. I set it to FF, which causes Rockman to constantly shoot fully charged Megabusters. Don't worry, it doesn't hamper his movement or anything. Very useful code! Too bad Forte can't charge up. 23-26) {{LAND | WATER | LUNAR} GRAVITY | CANNOT FALL} - This value sets the power of the force that brings you back down from a jump (not quite gravity though, because you always stop rising when you let go of B, even if you set gravity to zero - so "gravity" isn't an accurate name for this code). I've put four codes with the same memory address in this listing, so that you can have useful presets. LAND GRAVITY is what "gravity" you usually have when you're on land. WATER GRAVITY is the same except for in water. LUNAR GRAVITY doesn't really exist in the game, but it's a very useful value, and looks somewhat like Moon jumping. :) CANNOT FALL is exactly what it sounds like - there's no way to go but up! o_O 27-29) HAVE ALL ITEMS - These codes come right after the weapons codes in the RAM of the SNES, so that's how I found them. Basically they use bit- masking to store what items you have in your inventory (both the 8 permanent items and the 8 equippable items, as well as the Stage Exit and Receiever items. Here is a record of what bits do what, for your viewing pleasure (@_@): 7E0B97??: ?? = ABCDEFGH binary A = have Energy Balancer B = Forte: have Climb Boost; Rockman: does nothing C = have Shock Step D = have Item Holder E = have Analyzer F = does nothing G = Forte: does nothing; Rockman: have Fast Charge H = Forte: have Speed Dash; Rockman: does nothing 7E0B98??: ?? = ABCDEFGH binary A = Forte: does nothing; Rockman: have CD Finder B = have CD Counter C = have Receiver D = have Stage Exit E = does nothing F = does nothing G = does nothing H = does nothing 7E0B99??: ?? = ABCDEFGH binary A = Forte: have Super Buster; Rockman: Have Auto Charge B = have Counter C = have Power Boost D = have Energy Save E = have Damage Absorber F = Forte: does nothing; Rockman: Have Auto Heal G = Forte: have Hyper Buster; Rockman: does nothing H = have Super Armor Useful, no? I have no idea why there are so many strange "does nothing" spots, though. Maybe they do something that I'm not aware of? Email me if you find something. :) 30-40) BOSS CODE {1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11} - These are boss codes! Yay. I hate finding boss codes, it's time consuming to go and beat every boss. But oh well. Here they are. May they greatly facilitate your gameplaying experience. :) Basically they allow you to weaken bosses to the point that they'll die in one hit. Some of these codes will even kill the boss for you! Here's a list: Boss Code to use Green Devil ----------------- BOSS CODE 6 Cold Man -------------------- BOSS CODE 5 Astro Man ------------------- BOSS CODE 5 Centipede[*] ---------------- BOSS CODE 1[*3] Ground Man ------------------ BOSS CODE 5 Burner Man ------------------ BOSS CODE 7 Pirate Man ------------------ BOSS CODE 5 Left Incubator[*2] ---------- BOSS CODE 8 Right Incubator[*2] --------- BOSS CODE 9 Dynamo Man ------------------ BOSS CODE 5 Tengu Man ------------------- BOSS CODE 5 Magic Man ------------------- BOSS CODE 5 ----- King stages ----- Monkey ---------------------- BOSS CODE 10 Fugitive Boss --------------- BOSS CODE 5 Tank's Machine Gun Turret --- BOSS CODE 2 Tank's Shock Troop Hatch ---- BOSS CODE 3 Tank's Missile Turret ------- BOSS CODE 4 Jet's Beam Crystal ---------- BOSS CODE 8 Jet ------------------------- BOSS CODE 11 King w/Shield --------------- BOSS CODE 5[*4] King w/Axe ------------------ BOSS CODE 5 King in Mech ---------------- BOSS CODE 5 Cold Man -------------------- BOSS CODE 5 Astro Man ------------------- BOSS CODE 5 Dynamo Man ------------------ BOSS CODE 5 Pirate Man ------------------ BOSS CODE 5 Burner Man ------------------ BOSS CODE 5 Magic Man ------------------- BOSS CODE 5 Ground Man ------------------ BOSS CODE 5 Tengu Man ------------------- BOSS CODE 5 Wily in Mech ---------------- BOSS CODE 5 Wily in Small Mech ---------- BOSS CODE 5 Notes: [*]: The Centipede is found in the Ground Man stage. [*2]: The Left and Right Incubators are found in the Dynamo Man stage. You'll know what I'm talking about when you see them... I think... well basically they're the things in the upper corners of the screen that spawn things with eyes... OK... @_@ [*3]: This code actually kills the centipede for you, instead of just weakening it. Useful! [*4]: DO NOT USE THIS CODE FOR KING WITH SHIELD! Why? Because you're not supposed to defeat King when he still has his shield, i.e. before Proto Man comes in and breaks it, and himself. When you beat King With Axe, he's supposed to beam Proto Man out of the room, but if Proto Man's not in the room, the game crashes. LOL There you have it. These boss codes pretty much round out all the PAR codes you'll ever need to beat Rockman and Forte. Not that you should really need any of them... LOL Wow, I keep typing "coeds" instead of "codes" by mistake... @_@... ---------------------------------------------------------------------------- Codes Planned for Later Updates ---------------------------------------------------------------------------- - Codes to fill up the database. :) I doubt this is possible, since the database completion record is stored in SRAM (Save RAM), not RAM... too bad. Any suggestions? Contact me - see the contact section below. ---------------------------------------------------------------------------- Version History ---------------------------------------------------------------------------- 1.1 - Added some details under the list of effects of codes 17-18. Fixed some formatting. Added the repeat bosses found in Wily's stage (because Burner Man has different codes for his clone than for himself). Added a note about this guide being for the Japanese version of the game only. 1.0 - The original code guide. ---------------------------------------------------------------------------- Terms of Use ---------------------------------------------------------------------------- Here’s what you need to know about this file, legally speaking. Don’t be offended by the all caps text, please. I fully capitalized it not to seem as if I were shouting at you but rather just to draw attention to it, and to make sure that people actually read it. Thanks to Sayain for pointing out that some people might see it otherwise. :) I, FLAMINGSPINACH, OWN ALL RIGHTS TO THIS DOCUMENT, INCLUDING DISTRIBUTION, MODIFICATION, ETC. BY USING THIS DOCUMENT IN ANY WAY, YOU AGREE TO THESE TERMS OF USE: 1) YOU MAY NOT DISTRIBUTE OR REDISTRIBUTE THIS DOCUMENT UNLESS YOU HAVE OBTAINED EXPLICIT, WILLING CONSENT FROM ME, FLAMINGSPINACH. 2) YOU MAY NOT MODIFY THIS DOCUMENT AND REDISTRIBUTE IT, EVER. 3) YOU MAY NOT CLAIM THIS DOCUMENT OR ANY RECOGNIZABLE PART THEREOF TO BE THE PROPERTY OF ANYONE EXCEPTING MYSELF, FLAMINGSPINACH. ALL REGISTERED TRADEMARKS AND COPYRIGHTED WORDS/PHRASES ARE PROPERTY OF THEIR RESPECTIVE OWNERS. Websites whose owners have explicit, willing consent from me to distribute and/or redistribute this document: - http://www.gamefaqs.com/ Simple enough, no? ---------------------------------------------------------------------------- Contact ---------------------------------------------------------------------------- You can contact me, flamingspinach, with questions, comments, suggestions, or whatever (no spam please :) ) at: AIM: flamingspinach YIM: flamingspinach MSN: flamiSUPERBLEARYngspinach@@@lycos.com ICQ: 214673046 IRC: flamingspinach on sorcery.net Jabber: flamingspinach on jabber.org (if I can get it to work... o_O) Email: genesDECAFFEINATEDisreality@@@genesisreality.dynVORTEXdns.org Some guidelines for talking to me (@_@): Don’t ask me to add you to my buddy list, if you’re the one who contacted me. I won’t do it. After all, the reason I’ve put this contact info up here is so that people can talk to me about my guides, not for lonely people to bombard me with small talk. :) I don’t mind talking to my readers on IM, but this contact section is not a Personals ad. If you talk to me on IM after reading this FAQ, I expect that you want to talk to me about my FAQ. That makes sense, doesn’t it? Thanks. Of course, remove the ALL CAPS stuff and extra @'s, they're antispam... à la Slashdot. o_O -EOF-