Quantity Digits to Accompany Character & Stage Modifier Codes
00 - Nothing
01 - Blaster Unit Omega
02 - Sniper Unit Omega
03 - Laser
04 - Sniper Range
05 - Turbo Battery
06 - Power Raiser Omega
07 - Range Booster Omega
08 - Turbo Charger Omega
09 - Blast Unit
0A - Sniper Unit
0B - Power Raiser Alpha
0C - Range Booster Alpha
0D - Turbo Charger Alpha
0E - Power Raiser
0F - Range Booster
10 - Turbo Charger
11 - Buster Max
12 - Power Stream
13 - Blaster Unit R
14 - Buster Unit Omega
15 - Omni-Unit Omega
16 - Auto Battery
17 - Sniper Scope
18 - Rapid Striker
19 - Gatlin Gun
1A - Omni-Unit
1B - Power Blaster R
1C - Power Blaster L
1D - Machine Gun
1E - Triple Access
1F - Buster Unit
20 - Rapid Fire
21 - Helmet

Quantity Digits to Accompany Equipped Special Weapons Modifier Codes
0 - Kick
1 - Mega Buster
2 - Machine Buster
3 - Powered Buster
4 - Drill Arm
5 - Grenade Arm
6 - Spread Buster
7 - Vacuum Arm
8 - Active Buster
9 - Blade Arm
A - Grand Grenade
B - Splash Mine
C - Shield Arm
D - Shining Laser

Note 1:
With this code, since Roll is the one that has to equip the weapons before you can even use them...i made the Equipped Special Weapon Modifier code to remedy that problem!

Note 2:
With this code, they are to be used with have all Special Weapons code!

Note 3:
With this code, they are to be used with have all Special Weapons code!

Note 4:
With this code, its been tested with the all Special Items and it seems to mess up when you give the red crystal to Roll early in the game....also the citizen cards still don't work nor does the other crystal...so i made a code to give you the only special items that work early in the game! Just active code save it and turn the code off!

Note 5:
With this code, if you go too far on the other side of a wall you may not be able to get back to a position to where you can go on.