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Donkey Kong Land III/RAM map: Difference between revisions
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(Added rammap template and cleaned up a bit.) |
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{{rammap|game=Donkey Kong Land III}} | |||
Some notes: | |||
* Most, if not all, of these addresses apply to both the English and Japanese versions. | * Most, if not all, of these addresses apply to both the English and Japanese versions. | ||
* 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> | |||
* <tt> | * <tt>C5EE</tt> = Bonus timer | ||
* <tt>DF00</tt> = Current character | |||
** 00 = Kiddy Kong | ** 00 = Kiddy Kong | ||
** 01 = Dixie Kong | ** 01 = Dixie Kong | ||
Line 13: | Line 16: | ||
** 06 = Rattly (glitched, simply leftover from DKL2) | ** 06 = Rattly (glitched, simply leftover from DKL2) | ||
** 07 = Toboggan | ** 07 = Toboggan | ||
* <tt> | * <tt>DF30</tt> = Invincibility timer | ||
== Velocity == | == Velocity == | ||
* <tt> | * <tt>DF10</tt> = Horizontal velocity | ||
* Some common values: | |||
{| border="1" style="border-collapse: collapse;" | {| border="1" style="border-collapse: collapse;" | ||
|- style="background: #DBD3C1" | |- style="background: #DBD3C1" | ||
Line 25: | Line 28: | ||
|- | |- | ||
| Walking | | Walking | ||
| <tt> | | <tt>19</tt> | ||
| <tt> | | <tt>E7</tt> | ||
|- | |- | ||
| Running | | Running | ||
| <tt> | | <tt>23</tt> | ||
| <tt> | | <tt>DD</tt> | ||
| This is also Squitter's walking speed. | | This is also Squitter's walking speed. | ||
|- | |- | ||
| Attacking (while standing still) | | Attacking (while standing still) | ||
| <tt> | | <tt>0F</tt> | ||
| <tt> | | <tt>F1</tt> | ||
|- | |- | ||
| Attacking (while walking or running) | | Attacking (while walking or running) | ||
| <tt> | | <tt>23</tt> | ||
| <tt> | | <tt>DD</tt> | ||
|- | |- | ||
| Jumping (while walking) | | Jumping (while walking) | ||
| <tt> | | <tt>23</tt> | ||
| <tt> | | <tt>DD</tt> | ||
|- | |- | ||
| Jumping (while running) | | Jumping (while running) | ||
| <tt> | | <tt>28</tt> | ||
| <tt> | | <tt>D8</tt> | ||
|- | |- | ||
| Dixie's helicopter spin | | Dixie's helicopter spin | ||
| <tt> | | <tt>23</tt> | ||
| <tt> | | <tt>DD</tt> | ||
|- | |- | ||
| Jumping on enemy | | Jumping on enemy | ||
| <tt> | | <tt>1E</tt> | ||
| <tt> | | <tt>E2</tt> | ||
| Holding B does not seem to affect speed. | | Holding B does not seem to affect speed. | ||
|- | |- | ||
| rowspan="2" | Attacking an enemy | | rowspan="2" | Attacking an enemy | ||
| <tt> | | <tt>2D</tt> | ||
| <tt> | | <tt>D3</tt> | ||
|- | |- | ||
| <tt> | | <tt>37</tt> | ||
| <tt> | | <tt>C9</tt> | ||
| If attacking two or more enemies in a row. | | If attacking two or more enemies in a row. | ||
|- | |- | ||
| Holding a barrel while moving | | Holding a barrel while moving | ||
| <tt> | | <tt>1E</tt> | ||
| <tt> | | <tt>E2</tt> | ||
|- | |- | ||
| rowspan="2" | Swimming (slow speed -- without holding B) | | rowspan="2" | Swimming (slow speed -- without holding B) | ||
| <tt> | | <tt>0F</tt> | ||
| <tt> | | <tt>F1</tt> | ||
|- | |- | ||
| <tt> | | <tt>15</tt> | ||
| <tt> | | <tt>EB</tt> | ||
| If pressing A to ascend. | | If pressing A to ascend. | ||
|- | |- | ||
| rowspan="2" | Swimming (fast speed -- while holding B) | | rowspan="2" | Swimming (fast speed -- while holding B) | ||
| <tt> | | <tt>14</tt> | ||
| <tt> | | <tt>EC</tt> | ||
|- | |- | ||
| <tt> | | <tt>1A</tt> | ||
| <tt> | | <tt>E6</tt> | ||
| If pressing A to ascend. | | If pressing A to ascend. | ||
|- | |- | ||
| Swimming (with Enguarde) | | Swimming (with Enguarde) | ||
| <tt> | | <tt>1E</tt> | ||
| <tt> | | <tt>E2</tt> | ||
|- | |- | ||
| Stabbing (with Enguarde) | | Stabbing (with Enguarde) | ||
| <tt> | | <tt>23</tt> | ||
| <tt> | | <tt>DD</tt> | ||
|- | |- | ||
| rowspan="2" | Climbing | | rowspan="2" | Climbing | ||
| <tt> | | <tt>0F</tt> | ||
| <tt> | | <tt>F1</tt> | ||
| When not holding B. | | When not holding B. | ||
|- | |- | ||
| <tt> | | <tt>1E</tt> | ||
| <tt> | | <tt>E2</tt> | ||
| When holding B. | | When holding B. | ||
|- | |- | ||
| Toboggan | | Toboggan | ||
| colspan="2" | <tt> | | colspan="2" | <tt>32</tt> | ||
|- | |- | ||
| Jumping on enemy in Toboggan | | Jumping on enemy in Toboggan | ||
| colspan="2" | <tt> | | colspan="2" | <tt>2B</tt> | ||
| Does not decrease to 2B right away; gradually decreases. Afterwards, gradually increases back to 32. | | Does not decrease to 2B right away; gradually decreases. Afterwards, gradually increases back to 32. | ||
|} | |} | ||
* <tt> | * <tt>DF11</tt> = Vertical velocity | ||
* Some common values: | |||
{| border="1" style="border-collapse: collapse;" | {| border="1" style="border-collapse: collapse;" | ||
|- style="background: #DBD3C1" | |- style="background: #DBD3C1" | ||
Line 120: | Line 123: | ||
|- | |- | ||
| Gravity | | Gravity | ||
| <tt> | | <tt>46</tt> | ||
| This value remains at 46 even when standing on ground. | | This value remains at 46 even when standing on ground. | ||
|- | |- | ||
| Jumping | | Jumping | ||
| <tt> | | <tt>B3</tt> | ||
| 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. | | 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 | | Dixie's helicopter spin | ||
| <tt> | | <tt>0A</tt> | ||
|- | |- | ||
| rowspan="2" | Jumping on enemy | | rowspan="2" | Jumping on enemy | ||
| <tt> | | <tt>9F</tt> | ||
| Like normal jumping, this value slowly increases (causing downward acceleration) until it reaches 46. | | Like normal jumping, this value slowly increases (causing downward acceleration) until it reaches 46. | ||
|- | |- | ||
| <tt> | | <tt>95</tt> | ||
| If A is held down while hitting the enemy. | | If A is held down while hitting the enemy. | ||
|- | |- | ||
| rowspan="2" | Descending while swimming | | rowspan="2" | Descending while swimming | ||
| <tt> | | <tt>0A</tt> | ||
|- | |- | ||
| <tt> | | <tt>14</tt> | ||
| If Down is pressed. | | If Down is pressed. | ||
|- | |- | ||
| rowspan="3" | Ascending while swimming | | rowspan="3" | Ascending while swimming | ||
| <tt> | | <tt>F1</tt> | ||
| Every time A is pressed, this slowly decreases to F1, then slowly increases back to normal swimming speed | | Every time A is pressed, this slowly decreases to F1, then slowly increases back to normal swimming speed | ||
|- | |- | ||
| <tt> | | <tt>F7</tt> | ||
| If Down is pressed. | | If Down is pressed. | ||
|- | |- | ||
| <tt> | | <tt>E8</tt> | ||
| If Up is pressed. | | If Up is pressed. | ||
|- | |- | ||
| rowspan="2" | Swimming with Enguarde | | rowspan="2" | Swimming with Enguarde | ||
| <tt> | | <tt>1E</tt> | ||
| While descending. | | While descending. | ||
|- | |- | ||
| <tt> | | <tt>E2</tt> | ||
| While ascending. | | While ascending. | ||
|- | |- | ||
| rowspan="2" | Climbing | | rowspan="2" | Climbing | ||
| <tt> | | <tt>0F/F1</tt> | ||
| When not holding B. | | When not holding B. | ||
|- | |- | ||
| <tt> | | <tt>19/E7</tt> | ||
| When holding B. | | When holding B. | ||
|- | |- | ||
| Toboggan | | Toboggan | ||
| <tt> | | <tt>6E</tt> | ||
|- | |- | ||
| Jumping in Toboggan | | Jumping in Toboggan | ||
| <tt> | | <tt>C3</tt> | ||
| As is always the case with jumping, this value increases until it reaches gravity speed. | | As is always the case with jumping, this value increases until it reaches gravity speed. | ||
|- | |- | ||
| Jumping on enemy in Toboggan | | Jumping on enemy in Toboggan | ||
| <tt> | | <tt>9F</tt> | ||
|} | |} | ||
Revision as of 20:22, 26 February 2012
The following article is a RAM map for Donkey Kong Land III.
Some notes:
- Most, if not all, of these addresses apply to both the English and Japanese versions.
- Many (but not all) of these addresses may also be true in Donkey Kong Land 2, as they run off the same game engine.
- 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
- DF30 = Invincibility timer
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.