Konami Hyper Shot: Difference between revisions
From NESdev Wiki
Jump to navigationJump to search
(extra visuals of this controller) |
NewRisingSun (talk | contribs) (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 | 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.