Rockman Megaworld
Level Selector Codes and Damage Guide

It's premiering right here, folks! First off, I'd like to show support to the gshi guys who made the level selector codes (in particular gedowski). However, gedowski didn't provide specific values for the levels, just the rough areas they're in (and none of the Wily Tower levels either), so I was up all night figuring THOSE things out.

I'd also like to thank Nightmare Zero, because it all really started with him. You see, one day late at night Nightmare Zero was perfecting his Save State Master program and found a way to get into levels (in fact he was the very first to find the Wily Tower game through emulation). However, what struck me was that Rockman 1's points were carried over into the save state he gave me. Now, obviously this is because he started in Rockman 1 when hacking into levels, but this got me thinking that there must be a way to use game-specific Master Weapons in games they weren't made for! Especially since Wily Tower lets you pick and choose.

At first I went to the GSHI asking for codes that allowed me to change the weapon Rockman was holding and they directed me to their codes section. Well, that didn't pan out for that idea because the menu from RM1 doesn't show RM3's weapons and there's no code that will let it ever do that. BUT that got me thinking ... Wily Tower's weapon select does allow you to pick and choose weapons! Remembering that Nightmare Zero's level hacking brought over RM1's data I figured I could use the GSHI's level select codes to bring over data from the Wily Tower game. And I can!

Now, before I go into it and give out the codes I made, a few notes:
- This is for Rockman Megaword NOT the Wily Wars. They don't work in the Wily Wars.
- Bringing data over from Wily Tower messes up about half the levels in the game. This is because that weapon select is full screen and the level data gets mixed up in when you go from that weapons screen back to the game. Now, it's possible to bring in data from RM1 or RM2 into RM3 (or RM3's into RM1 or 2; none of those games use full screen menus), but then you won't have the slide and that makes Rockman 3 unplayable (because there's parts that require the slide). However, even if the level is messed up, the sprites are fine. If you're pretty familiar with the games or have a map to refer to then you should be good to go. Regardless, bring Rush Jet along and use the infinite weapon energy code.
- I'm using the Gens emulator. It can handle the various code formats I'm using.

Level Selector Codes

I'm including all the codes I found useful. You can find more at the GHSI's bulletin board and site. Remember: These codes are for MegaWorld only. Some Wily Wars codes do work though, so feel free to experiment. I've included their codes for having all weapons (and items) for all three RM games in the set. This way you can bypass glitched levels for the levels that don't require either game-specific weapons or the slide. Just input the code, select the desired games, choose any level, and you'll have that game's weapons available for the level of your choice.

FFA3FE:1C00 - Infinite Energy

BMJT-EA8E - Infinite Weapon Energy

AM1A-EA8C - Infinite lives

ALCT-AAAL - Walk through enemies and most hazards, not spikes.

BJ2A-CN4G - All Weapons (RM1)
A22A-CN5E

DT2A-CN6L - All Weapons (RM2)

DT2A-CN8W - All Weapons (RM3)

Level select codes
9XHT-BGLY
+
ADHT-AAC0 - Cutman
AHHT-AAC0 - Gutsman
AMHT-AAC0 - Iceman
ASHT-AAC0 - Bombman
AXHT-AAC0 - Fireman
A1HT-AAC0 - Elecman
A5HT-AAC0 - RM1 Wily 1
A9HT-AAC0 - RM1 Wily 2
BDHT-AAC0 - RM1 Wily 3 (Cut and Elect)
BHHT-AAC0 - RM1 Wily 4 (teleporters)

 

CXHT-AAC0 - Bubbleman
C1HT-AAC0 - Airman
C5HT-AAC0 - Quickman
C9HT-AAC0 - Heatman
DDHT-AAC0 - Woodman
DHHT-AAC0 - Metalman
DMHT-AAC0 - Flashman
DSHT-AAC0 - Crashman

DXHT-AAC0 - Wily 1
D1HT-AAC0 - Wily 2
D5HT-AAC0 - Wily 3
D9HT-AAC0 - Wily 4
EDHT-AAC0 - Wily 5 (teleporters)
EHHT-AAC0 - Wily 6

 

FDHT-AAC0 - Sparkman
FHHT-AAC0 - Snakeman
FMHT-AAC0 - Needleman
FSHT-AAC0 - Hardman
FXHT-AAC0 - Topman
F1HT-AAC0 - Geminiman
F5HT-AAC0 - Magnetman
F9HT-AAC0 - Shadowman

GDHT-AAC0 - Docman (Spark)
GHHT-AAC0 - Docman (Needle)
GMHT-AAC0 - Docman (Gem)
GSHT-AAC0 - Docman (Shadow)
GXHT-AAC0 - Breakman
G1HT-AAC0 - Wily 1
G5HT-AAC0 - Wily 2
G9HT-AAC0 - Wily 3
HDHT-AAC0 - Wily 4 (teleporters)
HHHT-AAC0 - Wily5
HMHT-AAC0 - Wily 6

HXHT-AAC0 - Busterrod
H1HT-AAC0 - MegaWater
H5HT-AAC0 - Hyperstorm
H9HT-AAC0 - WT Wily 1
JDHT-AAC0 - WT Wily 2
JHHT-AAC0 - WT Wily 3
JMHT-AAC0 - WT Wily 4

For everyone's sake I've made save states of the unusual boss/weapon combinations that are possible. Maybe in the future someone will make more in-depth hit tracking than I've done here. Some of these are glitched, but they're still playable.

Boss Damage Guide

Data and many observations gathered by Joseph "Doc Lithius" Collins

Weapon and abbreviation Key

Units of Health are Measured in Tens.

Rockman 1

DRN003: Cutman
10
20
10
140
0P
10
30
10
30
40
0D
0D
0D
10
FRZ
10
20
20
40
10
140
10
0D
10
10
DRN004: Gutsman
20
100
10
10
0P
10
20
20
40
60
0D
0D
0D
0D
FRZ
10
10
0D
40
10
10
---
0D
10
10
DRN005: Iceman
10
40
100
N/A
0P
20
10
20
60
60
0D
0D
0D
20
FRZ
20
40
20
10
40
0D
10
0D
100
20
DRN006: Bombman
20
10
20
N/A
0P
20
40
10
30
140
100
0D
10
20
FRZ
20
10
20
10
0D
70
40
10
20
20
DRN007: Fireman
20
10
20
N/A
40
20
10
++
++
++
20
0
60
20
FRZ
20
++
20
10
10
20
70
10
20
20
DRN008: Elecman
10
20
10
40
0
100
10
10
30
60
20
0D
0D
0D
FRZ
100
20
10
0D
10
20
10
0D
10
100
Yellow Devil
10
N/A
40
N/A
0P
20
20
20
40
60
10
10
0D
10
FRZ
20
10
10
10
10
50
10
0D
0D
20
Copy Rockman
10
20
20
N/A
20
10
20
10
20
N/A
10
10
10
10
FRZ
10
20
10
10
10
20
20
20
20
10
CWU-01P
10
30
40
80
0P
80
80
10
30
40
10
10
30
10
FRZ
10
30
10
10
10
30
0P
30
20
10
Wily Machine, Phase 1
10
10
40
N/A
10
30
40
10
30
140
0D
0D
0D
0D
FRZ
10
40
0D
10
0D
70
0A
0D
20
10
Wily Machine, Phase 2
10
10
40
N/A
10
30
40
10
30
140
0D
0D
0D
0D
FRZ
10
40
0D
10
0D
70
0A
0D
20
10

Rockman 2

DWN009: Metalman
10
20
10
N/A
0P
140
10
10
30
40
0D
0D
0D
40
FRZ
140
0D
0D
40
10
40
10
0D
20
20
DWN010: Airman
20
40
10
N/A
0P
---
20
20
40
60
0D
80
0D
20
FRZ
0D
0D
10
40
20
20
10
10
40
0D
DWN011: Bubbleman
10
40
10
N/A
0P
40
---
0D
0D
0D
0D
0D
++
20
FRZ
40
20
20
0D
10
20
10
0D
40
40
DWN012: Quickman
10
10
40
N/A
0P
---
60
20
60
100
20
0D
0D
0D
140
0D
40
10
20
40
10
0A
40
10
20
DWN013: Clashman
10
10
---
N/A
0P
---
10
10
30
60
100
0D
10
10
FRZ
0D
0D
20
10
0D
70
40
10
10
10
DWN014: Flashman
10
---
40
N/A
0P
40
20
20
60
60
0D
0D
20
0D
FRZ
40
30
40
10
40
0D
10
10
0D
20
DWN015: Heatman
20
++
10
N/A
40
10
++
++
++
++
20
0D
60
20
FRZ
10
++
20
10
10
20
70
10
10
40
DWN016: Woodman
10
40
0D
N/A
0P
20
30
10
30
140
40
++
0D
0D
FRZ
20
20
40
0D
10
20
10
0D
40
40
Mecha Dragon
10
N/A
---
N/A
---
---
30
10
30
80
0D
0D
0D
10
FRZ
0D
10
10
0D
0D
20
0A
0D
0D
0D
Pikopiko-Kun
10
---
---
N/A
---
10
30
10
30
30
0D
0D
30
10
FRZ
10
0D
10
0D
0D
0D
0D
30
0D
10
Guts Tank
10
N/A
---
N/A
---
---
30
10
30
120
0D
0D
10
20
FRZ
0D
10
20
0D
0D
0D
0D
10
0D
0D
Boo Beam Trap
0D
N/A
---
N/A
---
---
---
0D
0D
0D
0D
0D
0D
0D
---
0D
10
0D
0D
0D
0D
---
0D
0D
0D
Wily Machine 2, Phase 1
10
N/A
20
N/A
0P
10
10
10
30
140
0D
0D
0D
0D
FRZ
10
30
10
20
10
70
0A
0D
20
10
Wily Machine 2, Phase 2
10
N/A
20
N/A
0P
10
10
10
30
140
0D
0D
0D
0D
FRZ
10
30
10
20
10
70
0A
0D
20
10
Alien
++
++
++
N/A
++
++
++
++
++
++
++
++
10
++
FRZ
++
++
++
++
++
++
++
++
++
++

Rockman 3

DWN017: Needleman
10
10
80
N/A
---
20
60
20
60
10
10
0D
10
30
FRZ
20
40
40
10
70
0D
10
10
0D
20
DWN018: Magnetman
20
20
20
N/A
80
80
10
10
30
40
40
0D
10
10
FRZ
70
0
10
40
10
20
10
10
70
70
DWN019: Gemeniman
10
10
40
N/A
10
20
20
10
30
40
20
0D
50
10
FRZ
20
20
10
20
40
20
0P
50
10
20
DWN020: Hardman
10
20
10
N/A
---
---
20
20
40
60
40
0D
0D
0D
FRZ
0D
10
0D
40
10
40
0P
0D
0D
0D
DWN021: Topman
20
10
---
N/A
10
10
10
10
40
60
10
0D
10
20
FRZ
10
0D
20
10
0D
70
40
10
10
10
DWN022: Snakeman
10
---
20
N/A
10
20
20
20
60
60
0D
0D
40
30
FRZ
20
20
30
0D
20
20
20
40
10
20
DWN023: Sparkman
10
10
10
N/A
40
40
10
10
30
60
0D
0D
0D
10
FRZ
40
20
10
0D
10
20
10
0D
40
40
DWN024: Shadowman
10
20
10
N/A
10
50
30
10
30
40
10
0D
10
10
FRZ
50
20
10
10
10
20
70
10
10
50
DRN000: Blues
10
10
20
N/A
---
20
10
10
30
40
20
0D
0D
10
FRZ
20
10
10
20
20
40
---
0D
0D
20
Doc Robot: Metalman
10
20
10
N/A
0P
140
10
10
30
40
0D
0D
0D
40
FRZ
140
0D
0D
40
10
40
10
0D
20
20
Doc Robot: Quickman
10
10
40
N/A
0P
---
60
20
60
100
20
0D
0D
0D
FRZ
0D
40
10
20
40
10
0A
40
10
20
Doc Robot: Airman
20
40
20
N/A
0P
---
20
20
40
60
0D
80
0D
20
FRZ
0D
0D
10
40
20
20
10
10
40
0D
Doc Robot: Clashman
20
10
---
N/A
0P
---
10
10
30
60
100
0D
10
10
FRZ
0D
0D
20
10
0D
70
40
10
10
10
Doc Robot: Flashman
10
---
40
N/A
0P
40
20
20
60
60
0D
0D
20
0D
FRZ
40
30
40
10
40
0D
10
10
0D
20
Doc Robot: Bubbleman
10
40
10
N/A
0P
40
---
0D
0D
0D
0D
0D
++
20
FRZ
40
20
20
0D
10
20
10
0D
40
40
Doc Robot: Woodman
10
40
10
N/A
0P
20
30
10
30
140
40
++
0D
0D
FRZ
20
20
40
0D
10
20
20
40
10
20
Doc Robot: Heatman
10
++
10
N/A
40
10
++
++
++
++
20
0D
60
20
FRZ
10
++
20
10
10
20
70
10
10
40
DRN000: Breakman
10
---
---
N/A
---
---
---
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
0D
---
0D
0D
0D
Kamegoro Maker and Kamegoro
10
10
0
N/A
FRZ
30
10
10
20
30
10
10
30
10
FRZ
30
10
10
10
10
30
30
30
FRZ
30
Yellow Devil Mk2
10
10
10
N/A
---
20
20
20
40
60
10
10
0D
10
FRZ
20
10
10
10
10
50
10
0D
0D
20
Holograph Rockman
10
20
10
N/A
10
20
10
10
20
20
0D
10
70
10
FRZ
20
20
10
0D
10
40
70
70
0D
20
Wily Machine 3, Phase 1
10
40
70
N/A
---
20
30
10
30
140
10
0D
40
0D
FRZ
20
40
0D
10
0D
70
0P
40
70
20
Wily Machine 3, Phase 2
10
40
70
N/A
---
20
30
10
30
140
10
0D
40
0D
FRZ
20
40
0D
10
0D
70
0P
40
70
20
Gamma, Phase 1
0D
N/A
---
N/A
---
20
0D
0D
0D
0D
0D
0D
0D
0D
FRZ
20
0D
0D
0D
0D
40
0P
0D
0D
20
Gamma, Phase 2
0D
N/A
---
N/A
---
---
0D
0D
0D
0D
0D
0D
20
0D
FRZ
20
0D
0D
0D
0D
0D
140
20
0D
0D

Wily Tower

MWN001: Buster Rod-G
10
80
10
N/A
10
30
10
10
30
90
40
10
40
20
FRZ
10
10
20
10
10
80
0D
0D
0D
10
MWN002: Mega Water-S
10
30
10
N/A
30
0D
10
10
30
30
0D
10
10
10
FRZ
0D
10
10
10
10
10
0D
20
10
10
MWN003: Hyper Storm-H
10
60
10
N/A
10
10
30
20
30
60
0D
0D
0D
10
FRZ
20
20
10
10
20
10
0D
0D
20
20
Fire Snakey
20
0D
10
N/A
20
10
0D
0D
0D
0D
10
0D
40
10
FRZ
10
10
10
10
10
20
0D
10
10
10
Iron Ball
10
20
40
N/A
10
0D
10
10
20
30
10
10
10
0D
FRZ
0D
10
0D
20
10
10
0D
10
40
0D
MWN001: Buster Rod G, Phase 2
10
N/A
10
N/A
10
30
10
10
20
30
40
40
0D
20
FRZ
10
10
20
40
10
60
0D
0D
0D
10
Wily Machine MW (Lower Half)
10
N/A
40
N/A
10
10
10
10
20
30
10
0D
0D
0D
FRZ
10
20
0D
0D
10
20
0D
0D
40
10
Wily Machine MW (Upper Half)
10
0D
40
N/A
0D
20
60
40
80
120
10
0D
0D
0D
FRZ
10
40
0D
0D
0D
80
0D
0D
0D
0D
Wily Machine MW (Head)
10
20
40
N/A
10
10
10
10
20
30
0D
10
10
0D
FRZ
10
0D
10
0D
0D
20
40
10
20
0D

Overall Notes

Were the Master Weapons meant to be taken to other levels?

Pros, Cons, and Counterpoints.

Final thoughts:

Based on the facts available to me I cannot help but come to the conclusion that weapons were meant to be used universally.

Since some levels require certain weapons, the only way this system works is if there is access to Wily Tower's Weapons menu. Likely this was after all three games were already beaten (both based on logic and based on the "all clear sprite oddity). It's possible that the Wily Tower mini game was only unlockable by beating the game once more by using all the weapons in the game.

It's really too bad this feature wasn't finished. I can only guess the design team ran out of time or/and money. Still, it's nice to be able to bring weapons over, even if it's in a hack. And, hey ... Metal Blade. In Rockmans 1 and 3. Hell yeah.

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