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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>'''C5EE'''</tt> = Bonus timer | |||
* <tt>'''DF00'''</tt> = Current character | * <tt>'''DF00'''</tt> = Current character | ||
** 00 = Kiddy Kong | ** 00 = Kiddy Kong | ||
Line 12: | Line 13: | ||
** 06 = Rattly (glitched, simply leftover from DKL2) | ** 06 = Rattly (glitched, simply leftover from DKL2) | ||
** 07 = Toboggan | ** 07 = Toboggan | ||
== Velocity == | == Velocity == | ||
* <tt>'''DF10'''</tt> = Horizontal velocity | * <tt>'''DF10'''</tt> = Horizontal velocity |
Revision as of 04:12, 5 June 2010
- C5EE = Bonus timer
- 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 | Value(s) | 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 | |
37 | C9 | If attacking two or more enemies in a row. | |
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 | |
Climbing | 0F | F1 | When not holding B. |
1E | E2 | When holding B. | |
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 | Value | 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. | |
Climbing | 0F/F1 | When not holding B. |
19/E7 | When holding B. | |
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.