Konami Hyper Shot: Difference between revisions

From NESdev Wiki
Jump to navigationJump to search
(extra visuals of this controller)
(0 enables, 1 disables)
Line 11: Line 11:
  xxxx xEFx
  xxxx xEFx
       ||
       ||
       |+- Enable Player 1 Buttons
       |+- 0=Enable Player 1 Buttons
       +-- Enable Player 2 Buttons
       +-- 0=Enable Player 2 Buttons




Line 26: Line 26:
     +------ Player 2 Run
     +------ Player 2 Run


The Jump/Run bits for a player will always be 0 if the corresponding enable bit in $4016 is cleared.
The Jump/Run bits for a player will always be 0 if the corresponding enable bit in $4016 is set.


== See Also ==
== See Also ==
* [//youtu.be/6PSbI03aGKc video of outside, teardown, and game play]
* [//youtu.be/6PSbI03aGKc video of outside, teardown, and game play]
* [//segaretro.org/HyperShot SG-1000 version]
* [//segaretro.org/HyperShot SG-1000 version]

Revision as of 22:32, 9 May 2020

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 Jump
   | |+--- Player 1 Run
   | +---- Player 2 Jump
   +------ Player 2 Run

The Jump/Run bits for a player will always be 0 if the corresponding enable bit in $4016 is set.

See Also