1111111111222222222233333333334444444444555555555566666666667777777777
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(see? 79 chars!)

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   ZSNES/PAR codes for                                                         
                                                                               
   Rockman and Forte                                                           
                                                                               
   Engineered by flamingspinach - http://genesisreality.dyndns.org/            
                                                                               
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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!

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      Code List                                                                
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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

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      Code Descriptions                                                        
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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... @_@...

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      Codes Planned for Later Updates                                          
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- 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.

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      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.

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      Terms of Use                                                             
   ----------------------------------------------------------------------------

Hereís what you need to know about this file, legally speaking. Donít 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. :)

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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
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Some guidelines for talking to me (@_@): Donít ask me to add you to my buddy 
list, if youíre the one who contacted me. I wonít do it. After all, the reason 
Iíve 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 donít 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, doesnít it? Thanks.

Of course, remove the ALL CAPS stuff and extra @'s, they're antispam... ŗ la 
Slashdot. o_O

-EOF-