Mega Man 4’s passwords are very similar to the previous two games except that they do not remember how many Energy Tanks you possessed at the time you got the password. Such a shame, as storing this number is as easy as adding one more dot to the grid.
The password scheme works like this: There are ten items that the passwords record: eight Master Weapons, and two Adapters. Capcom paired these items into five groups of two items each. Each pair has only one dot on the grid associated with it. For each pair, there are four dots possible: one of the items acquired, the other acquired, neither acquired, or both acquired. Here’s the chart.
| Weapon/Item | Both | Neither | One |
| Toad Man: Rain Flush | A1 | A2 | B1
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| Bright Man: Flash Stopper | A1 | A2 | C2
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| Weapon/Item | Both | Neither | One |
| Pharaoh Man: Pharaoh Shot | A4 | A3 | B4
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| Drill Man: Drill Bombs | A4 | A3 | C3
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| Weapon/Item | Both | Neither | One |
| Ring Man: Ring Boomerang | B5 | A5 | B6
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| Dust Man: Dust Crusher | B5 | A5 | C5
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| Weapon/Item | Both | Neither | One |
| Skull Man: Skull Shield | E2 | D1 | F2
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| Dive Man: Dive Missiles | E2 | D1 | E1
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| Weapon/Item | Both | Neither | One |
| Wire Adapter | F3 | E3 | D4
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| Balloon Adapter | F3 | E3 | D3
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Now, before the password will work, you need to add one more dot. This dot stands for how many items/weapons you have, total. There are eleven possibilities for this final dot: ten items plus one dot for no items. Here’s that chart:
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
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| F5 | A6 | B2 | B3 | C1 | C4 | C6 | D2 | E4 | E6 | F1
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So to construct a password, punch in the dots for which, if any, of the Adapters you wish to possess, and which Master Weapons you want to have (the stages related to those Robot Masters will be completed, of course). Remember to double up the dots into the single dot when necessary, and don’t forget a single dot for the number of items you possess. At this point, you are done; there’s no way to skip Dr. Cossack’s fortress and go on to Wily’s. Sorry.
This data is from Protoman
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