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Donkey Kong Land III/RAM map: Difference between revisions

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(Created page with '<!--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 La…')
 
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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.
-->
-->
== Velocity ==
* <tt>'''DF10'''</tt> = Horizontal velocity
* <tt>'''DF10'''</tt> = Horizontal velocity
** Some common values:
{| border="1" style="border-collapse: collapse;"
|- style="background: #DBD3C1"
! Action
! colspan="2" | Addresses
! Notes
|-
| Walking
| <tt>'''19'''</tt>
| <tt>'''E7'''</tt>
|-
| Running
| <tt>'''23'''</tt>
| <tt>'''DD'''</tt>
| This is also Squitter's walking speed.
|-
| Attacking (while standing still)
| <tt>'''0F'''</tt>
| <tt>'''F1'''</tt>
|-
| Attacking (while walking or running)
| <tt>'''23'''</tt>
| <tt>'''DD'''</tt>
|-
| Jumping (while walking)
| <tt>'''23'''</tt>
| <tt>'''DD'''</tt>
|-
| Jumping (while running)
| <tt>'''28'''</tt>
| <tt>'''D8'''</tt>
|-
| Dixie's helicopter spin
| <tt>'''23'''</tt>
| <tt>'''DD'''</tt>
|-
| Jumping on enemy
| <tt>'''1E'''</tt>
| <tt>'''E2'''</tt>
| Holding B does not seem to affect speed.
|-
| Attacking an enemy
| <tt>'''2D'''</tt>
| <tt>'''D3'''</tt>
|-
| Holding a barrel while moving
| <tt>'''1E'''</tt>
| <tt>'''E2'''</tt>
|-
| rowspan="2" | Swimming (slow speed -- without holding B)
| <tt>'''0F'''</tt>
| <tt>'''F1'''</tt>
|-
| <tt>'''15'''</tt>
| <tt>'''EB'''</tt>
| If pressing A to ascend.
|-
| rowspan="2" | Swimming (fast speed -- while holding B)
| <tt>'''14'''</tt>
| <tt>'''EC'''</tt>
|-
| <tt>'''1A'''</tt>
| <tt>'''E6'''</tt>
| If pressing A to ascend.
|-
| Swimming (with Enguarde)
| <tt>'''1E'''</tt>
| <tt>'''E2'''</tt>
|-
| Stabbing (with Enguarde)
| <tt>'''23'''</tt>
| <tt>'''DD'''</tt>
|}
* <tt>'''DF11'''</tt> = Vertical velocity
* <tt>'''DF11'''</tt> = Vertical velocity
** Some common values:
{| border="1" style="border-collapse: collapse;"
|- style="background: #DBD3C1"
! Action
! Address
! Notes
|-
| Gravity
| <tt>'''46'''</tt>
| This value remains at 46 even when standing on ground.
|-
| Jumping
| <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.
|-
| Dixie's helicopter spin
| <tt>'''0A'''</tt>
|-
| rowspan="2" | Jumping on enemy
| <tt>'''9F'''</tt>
| Like normal jumping, this value slowly increases (causing downward acceleration) until it reaches 46.
|-
| <tt>'''95'''</tt>
| If A is held down while hitting the enemy.
|-
| rowspan="2" | Descending while swimming
| <tt>'''0A'''</tt>
|-
| <tt>'''14'''</tt>
| If Down is pressed.
|-
| rowspan="3" | Ascending while swimming
| <tt>'''F1'''</tt>
| Every time A is pressed, this slowly decreases to F1, then slowly increases back to normal swimming speed
|-
| <tt>'''F7'''</tt>
| If Down is pressed.
|-
| <tt>'''E8'''</tt>
| If Up is pressed.
|-
| rowspan="2" | Swimming with Enguarde
| <tt>'''1E'''</tt>
| While descending.
|-
| <tt>'''E2'''</tt>
| While ascending.
|}


'''Note''': Both of these values are signed. 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.
'''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.
80 is the fastest speed for left or upward movement; 7F is the fastest speed for right or downward movement.

Revision as of 00:34, 5 June 2010

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
  • 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.

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.