Konami Hyper Shot: Difference between revisions
From NESdev Wiki
Jump to navigationJump to search
NewRisingSun (talk | contribs) (0 enables, 1 disables) |
m (Swapped Run and Jump buttons) |
||
Line 21: | Line 21: | ||
xxxD CBAx | xxxD CBAx | ||
| ||| | | ||| | ||
| ||+-- Player 1 | | ||+-- Player 1 Run | ||
| |+--- Player 1 | | |+--- Player 1 Jump | ||
| +---- Player 2 | | +---- Player 2 Run | ||
+------ Player 2 | +------ Player 2 Jump | ||
The Jump/Run bits for a player will always be 0 if the corresponding enable bit in $4016 is set. | The Jump/Run bits for a player will always be 0 if the corresponding enable bit in $4016 is set. |
Revision as of 23:35, 20 December 2021
The Konami Hyper Shot is used (and required for gameplay) in the following games:
- Hyper Olympic (J) Konami (1985)
- Hyper Sports (J) Konami (1985)
Hardware interface
Input ($4016 write)
7 bit 0 ---- ---- xxxx xEFx || |+- 0=Enable Player 1 Buttons +-- 0=Enable Player 2 Buttons
Output ($4017 read)
7 bit 0 ---- ---- xxxD CBAx | ||| | ||+-- Player 1 Run | |+--- Player 1 Jump | +---- Player 2 Run +------ Player 2 Jump
The Jump/Run bits for a player will always be 0 if the corresponding enable bit in $4016 is set.