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Duck Hunt/RAM map
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| Note(s): Targets 1 and 2 act as the ducks in the duck hunting game and the clay pigeons in the trapshooting game. |
RAM Map
Addr 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 (always 01) 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 (always 01) 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 0403 1 Background color 05EC 4 Random number generator seed 05FE 1 Selected menu option: 00=Game A, 01=Game B, 02=Game C
Internal Data for Duck Hunt
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