Donkey Kong Land III/RAM map: Difference between revisions

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* Many (but not all) of these addresses may also be true in Donkey Kong Land 2, as they run off the same game engine.
* Many (but not all) of these addresses may also be true in Donkey Kong Land 2, as they run off the same game engine.
-->
-->
* <tt>'''DF00'''</tt> = Current character
** 00 = Kiddy Kong
** 01 = Dixie Kong
** 02 = Ellie
** 03 = Squawks
** 04 = Enguarde
** 05 = Squitter
** 06 = Rattly (glitched, simply leftover from DKL2)
** 07 = Toboggan
== Velocity ==
== Velocity ==
* <tt>'''DF10'''</tt> = Horizontal velocity
* <tt>'''DF10'''</tt> = Horizontal velocity
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| <tt>'''23'''</tt>
| <tt>'''23'''</tt>
| <tt>'''DD'''</tt>
| <tt>'''DD'''</tt>
|-
| Toboggan
| colspan="2" | <tt>'''32'''</tt>
|-
| Jumping on enemy in Toboggan
| colspan="2" | <tt>'''2B'''</tt>
| Does not decrease to 2B right away; gradually decreases. Afterwards, gradually increases back to 32.
|}
|}


Line 127: Line 143:
| <tt>'''E2'''</tt>
| <tt>'''E2'''</tt>
| While ascending.
| While ascending.
|-
| Toboggan
| <tt>'''6E'''</tt>
|-
| Jumping in Toboggan
| <tt>'''C3'''</tt>
| As is always the case with jumping, this value increases until it reaches gravity speed.
|-
| Jumping on enemy in Toboggan
| <tt>'''9F'''</tt>
|}
|}



Revision as of 00:51, 5 June 2010

  • DF00 = Current character
    • 00 = Kiddy Kong
    • 01 = Dixie Kong
    • 02 = Ellie
    • 03 = Squawks
    • 04 = Enguarde
    • 05 = Squitter
    • 06 = Rattly (glitched, simply leftover from DKL2)
    • 07 = Toboggan

Velocity

  • DF10 = Horizontal velocity
    • Some common values:
Action Addresses Notes
Walking 19 E7
Running 23 DD This is also Squitter's walking speed.
Attacking (while standing still) 0F F1
Attacking (while walking or running) 23 DD
Jumping (while walking) 23 DD
Jumping (while running) 28 D8
Dixie's helicopter spin 23 DD
Jumping on enemy 1E E2 Holding B does not seem to affect speed.
Attacking an enemy 2D D3
Holding a barrel while moving 1E E2
Swimming (slow speed -- without holding B) 0F F1
15 EB If pressing A to ascend.
Swimming (fast speed -- while holding B) 14 EC
1A E6 If pressing A to ascend.
Swimming (with Enguarde) 1E E2
Stabbing (with Enguarde) 23 DD
Toboggan 32
Jumping on enemy in Toboggan 2B Does not decrease to 2B right away; gradually decreases. Afterwards, gradually increases back to 32.
  • DF11 = Vertical velocity
    • Some common values:
Action Address Notes
Gravity 46 This value remains at 46 even when standing on ground.
Jumping B3 After jumping, this value slowly increases (which causes downward acceleration) until it reaches the gravity value of 46. However, when this value reaches BB, it can remain at BB for up to 7 frames, depending on how long A is held down.
Dixie's helicopter spin 0A
Jumping on enemy 9F Like normal jumping, this value slowly increases (causing downward acceleration) until it reaches 46.
95 If A is held down while hitting the enemy.
Descending while swimming 0A
14 If Down is pressed.
Ascending while swimming F1 Every time A is pressed, this slowly decreases to F1, then slowly increases back to normal swimming speed
F7 If Down is pressed.
E8 If Up is pressed.
Swimming with Enguarde 1E While descending.
E2 While ascending.
Toboggan 6E
Jumping in Toboggan C3 As is always the case with jumping, this value increases until it reaches gravity speed.
Jumping on enemy in Toboggan 9F

Note: For both vertical and horizontal velocity, both of these bytes are signed integers. Anything less than 00 (i.e. 80-FF) will be negative; for horizontal velocity, this will be to the left, and for vertical velocity, this will be up. Anything more than 00 (i.e. 01-7F) will be positive; for horizontal velocity, this will be to the right, and for vertical velocity, this will be down. 00 is stationary.

80 is the fastest speed for left or upward movement; 7F is the fastest speed for right or downward movement.