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Duck Hunt/RAM map: Difference between revisions
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Thundergui (talk | contribs) (Created page with "<br> {| border="1" cellpadding="1" |'''RAM''' || '''Function''' || '''Details''' |- | 0x003B || Duck # || |- | 0x003F || Duck Color ||0: Black/Green, 0: Blue/Magenta, 2: Red...") |
(More addresses and additional info.) |
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< | {{rammap|game=Duck Hunt}} | ||
== RAM Map == | |||
<pre>Address Size Description | |||
------- ---- ----------- | |||
0005 1 Submode: 01 = targets active, 03 = targets ready, 0A = targets deactived, 0B = post-deactivation animation | |||
002D 1 Title screen countdown high byte (intro song plays at 00) | |||
0027 1 White box: 00 = hidden, 01 = displayed | |||
003B 1 Duck # | |||
003F 1 Duck color: 00=Black/Green, 01=Blue/Magenta, 02=Red/Black | |||
004A 1 Duck Direction | |||
00AA 1 Number of targets in current level | |||
00BA 1 Remaining shots | |||
00C1 1 Level (BCD) | |||
00C4 3 Score (BCD, Big-endian) | |||
009F 1 Target deactivation count down low byte (40 -> 00) | |||
0200 100 Sprite data: [X, Type, Color, Y], ... | |||
0300 1 Target1 type: 01=bird, 03=dog | |||
0301 1 Target1 state: 00=unavailable, 02=ready, 03=active, 05=hit, 07=falling, 08=killed | |||
0302 1 Target1 Y-coordinate | |||
0303 1 Target1 X-coordinate | |||
0304 1 Target1 horizontal direction: 00=right, 01=left | |||
0305 1 Target1 wing frame | |||
0350 1 Target2 type: 01=bird, 03=dog | |||
0351 1 Target2 state: 00=unavailable, 02=ready, 03=active, 05=hit, 07=falling, 08=killed | |||
< | 0352 1 Target2 Y-coordinate | ||
0353 1 Target2 X-coordinate | |||
0354 1 Target2 horizontal direction: 00=right, 01=left | |||
0355 1 Target2 wing frame | |||
03A0 1 Target3 type: 01=bird, 03=dog | |||
03A1 1 Target3 state: 00=unavailable, 02=ready, 03=active, 05=hit, 07=falling, 08=killed | |||
03A2 1 Target3 Y-coordinate | |||
03A3 1 Target3 X-coordinate | |||
03A4 1 Target3 horizontal direction: 00=right, 01=left | |||
03A5 1 Target3 wing frame | |||
0403 1 Background color | |||
04B0 1 Target4 type: 01=bird, 03=dog | |||
04B1 1 Target4 state: 00=unavailable, 02=ready, 03=active, 05=hit, 07=falling, 08=killed | |||
04B2 1 Target4 Y-coordinate | |||
04B3 1 Target4 X-coordinate | |||
04B4 1 Target4 horizontal direction: 00=right, 01=left | |||
04B5 1 Target4 wing frame | |||
05EC 4 Random number generator seed | |||
05FE 1 Selected menu option: 00=Game A, 01=Game B, 02=Game C | |||
0630 1 # credits (Vs.) | |||
0676 1 Mode (Vs.): 00=init, 01=title, 02=info, 03=player select, 07=duck hunt, 08=clay shooting, 0B = dog whining, 0C=bonus game, 11=bonus score display</pre> | |||
== Targets == | |||
<p>Targets 1 and 2 act as the ducks in the duck hunting game and the clay pigeons in the trapshooting game.</p> | |||
<p>Targets 3 and 4 only exist in Vs. Duck Hunt. Target 4 is only used in the bonus game, appearing as either a flying duck or a leaping dog. Target 3 is used as a third duck or a third clay pigeon in the other games.</p> | |||
{{Internal Data|game=Duck Hunt}} |
Revision as of 02:30, 15 October 2017
RAM Map
Address Size Description ------- ---- ----------- 0005 1 Submode: 01 = targets active, 03 = targets ready, 0A = targets deactived, 0B = post-deactivation animation 002D 1 Title screen countdown high byte (intro song plays at 00) 0027 1 White box: 00 = hidden, 01 = displayed 003B 1 Duck # 003F 1 Duck color: 00=Black/Green, 01=Blue/Magenta, 02=Red/Black 004A 1 Duck Direction 00AA 1 Number of targets in current level 00BA 1 Remaining shots 00C1 1 Level (BCD) 00C4 3 Score (BCD, Big-endian) 009F 1 Target deactivation count down low byte (40 -> 00) 0200 100 Sprite data: [X, Type, Color, Y], ... 0300 1 Target1 type: 01=bird, 03=dog 0301 1 Target1 state: 00=unavailable, 02=ready, 03=active, 05=hit, 07=falling, 08=killed 0302 1 Target1 Y-coordinate 0303 1 Target1 X-coordinate 0304 1 Target1 horizontal direction: 00=right, 01=left 0305 1 Target1 wing frame 0350 1 Target2 type: 01=bird, 03=dog 0351 1 Target2 state: 00=unavailable, 02=ready, 03=active, 05=hit, 07=falling, 08=killed 0352 1 Target2 Y-coordinate 0353 1 Target2 X-coordinate 0354 1 Target2 horizontal direction: 00=right, 01=left 0355 1 Target2 wing frame 03A0 1 Target3 type: 01=bird, 03=dog 03A1 1 Target3 state: 00=unavailable, 02=ready, 03=active, 05=hit, 07=falling, 08=killed 03A2 1 Target3 Y-coordinate 03A3 1 Target3 X-coordinate 03A4 1 Target3 horizontal direction: 00=right, 01=left 03A5 1 Target3 wing frame 0403 1 Background color 04B0 1 Target4 type: 01=bird, 03=dog 04B1 1 Target4 state: 00=unavailable, 02=ready, 03=active, 05=hit, 07=falling, 08=killed 04B2 1 Target4 Y-coordinate 04B3 1 Target4 X-coordinate 04B4 1 Target4 horizontal direction: 00=right, 01=left 04B5 1 Target4 wing frame 05EC 4 Random number generator seed 05FE 1 Selected menu option: 00=Game A, 01=Game B, 02=Game C 0630 1 # credits (Vs.) 0676 1 Mode (Vs.): 00=init, 01=title, 02=info, 03=player select, 07=duck hunt, 08=clay shooting, 0B = dog whining, 0C=bonus game, 11=bonus score display
Targets
Targets 1 and 2 act as the ducks in the duck hunting game and the clay pigeons in the trapshooting game.
Targets 3 and 4 only exist in Vs. Duck Hunt. Target 4 is only used in the bonus game, appearing as either a flying duck or a leaping dog. Target 3 is used as a third duck or a third clay pigeon in the other games.
Internal Data for Duck Hunt
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