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Duck Hunt/RAM map: Difference between revisions

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(Created page with "<br> {| border="1" cellpadding="1" |'''RAM''' || '''Function''' || '''Details''' |- | 0x003B || Duck # || |- | 0x003F || Duck Color ||0: Black/Green, 0: Blue/Magenta, 2: Red...")
 
m (Xkeeper moved page Duck Hunt:RAM map to Duck Hunt/RAM map: normalize subpages and titles)
 
(One intermediate revision by one other user not shown)
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<br>
{{rammap|game=Duck Hunt}}
{| border="1" cellpadding="1"
 
|'''RAM'''  || '''Function''' || '''Details'''
== RAM Map ==
|-
<pre>Address Size    Description
| 0x003B || Duck # ||
------- ----    -----------
|-
0005      1    Submode: 01 = targets active, 03 = targets ready, 0A = targets deactived, 0B = post-deactivation animation
| 0x003F || Duck Color ||0: Black/Green, 0: Blue/Magenta, 2: Red/Black
002D      1   Title screen countdown high byte (intro song plays at 00)
|-
0027      1    White box: 00 = hidden, 01 = displayed
| 0x004A || Duck Direction ||
003B      1    Duck #
|-
003F      1    Duck color: 00=Black/Green, 01=Blue/Magenta, 02=Red/Black
| 0x004A || Time Left || Starts at 125
004A      1    Duck Direction
|-
00AA      1    Number of targets in current level
| 0x00AA || # of Hits || Number of hitten ducks in the level
00BA      1    Remaining shots
|-
00C1      1    Level (BCD)
| 0x00BA || Shots Lefts
00C4      3    Score (BCD, Big-endian)
|-
009F      1    Target deactivation count down low byte (40 -> 00)
| 0x00C1 || Level
0200    100    Sprite data: [X, Type, Color, Y], ...
|-
0300      1    Target1 type: 01=bird, 03=dog
| 0x00C4 || Score
0301      1    Target1 state: 00=unavailable, 02=ready, 03=active, 05=hit, 07=falling, 08=killed
|-
0302      1    Target1 Y-coordinate
| 0x0200 - 0x0263 || Duck Sprites info || Xpos, Type, Color, Y Pos, Xpos, Type, ...
0303      1    Target1 X-coordinate
|-
0304      1    Target1 horizontal direction: 00=right, 01=left
| 0x0403 || Background Color
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
<br>
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}}

Latest revision as of 02:41, 24 January 2024

Chip tiny.png The following article is a RAM map for Duck Hunt.

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.