Controls

Basic controls

Left and Right: move horizontally
Up and Down: climb ladders
A: jump
B: hammer pound
Select: change hammer type
Start: pause

Special controls

Left or Right (against a block): push block
B (in front of a block): hammer swing
B (keep pressed after pounding): hold hammer in front, aka shielding
B+Up: hold hammer high, aka Thor pose
B+Down: pogo hammer
A (while pogo touching floor): high jump, aka pogo jump
A (while falling): parachute umbrella
All directions in sequence, then B: tornado attack

Pause menu

もどる: resume game
やりなおし: restart current room
あきらめる: quit stage

Movement mechanics

Pixel positioning is stored as 2-byte values for both X and Y, with an additional 1 byte for subpixels. See below for a BizHawk .wch file:
SystemID GB
00CD9A	w	u	0	System Bus	X pixel
00CD99	b	u	0	System Bus	X sub
00CD9D	w	u	0	System Bus	Y pixel
00CD9C	b	u	0	System Bus	Y sub
00CDA1	w	s	0	System Bus	X speed
00CDA3	w	s	0	System Bus	Y speed

Horizontal movement

Max walking speed: 256 subpixels
Walking acceleration: +256 subpixels
Walking deceleration (reverse direction): -288 subpixels
Walking deceleration (no input): -32 subpixels
Max floating speed: none
Floating acceleration: +32 subpixels
Floating deceleration (reverse direction): -32 subpixels
Floating deceleration (no input): none

Vertical movement

Jump: 491 subpixels
Pogo rebound: 273
Pogo jump: 525 subpixels
Hammer pound (against wall): 107 subpixels
Hammer pound (against floor): 331 subpixels
Hammer swing: 107 subpixels (todo: needs to be investigated)
Magnet pull: 256 subpixels
Max falling speed: 768 subpixels
Umbrella Parachute max falling speed: 256 subpixels
Falling acceleration: -21 subpixels

Underwater mechanics

Jump speed (Wooden Hammer): 966 subpixels
Jump speed (Iron Hammer): 491 subpixels
Jump speed (Pico Hammer): 756 subpixels

Icy Floor

Walking acceleration: 2 subpixels
Walking deceleration (reverse direction): -6 subpixels
Walking deceleration (no input): -2 subpixels

Environment objects

Switch Ball

These circular shaped switches, when activated, trigger a timer which a nearby obstacle will be activated for. They can be triggered by a number of things: any form of hammer swing, harry himself, enemies, hammer blocks (generated by hitting an enemy with the wooden hammer), and rockets triggered from their respective blocks. Once activated you can not turn them off again until their designated timer runs out or you reset the room via start menu.

Pressure Plate

Switch Globe

Blue Magnets

Red Magnets

Teleporters

Bumpers

Guided Block Sockets

Special Blocks

Hammer Blocks

These blocks are generated by hitting various enemies with the wooden hammer. Once spawned they can be hammered in a left or right direction as long as there is open space (with the wooden and pico hammer only). If you have the metal hammer out instead, the block will be destroyed with a hammer pound.

Rocket Blocks

Reflecting Blocks

Breakable Blocks

Stopper Blocks

Enemies

Hazards

Spikes

Spike Walls

Bubbles

Steam

Lightning Bolts

Green Saws

Underwater Currents

Flame Walls

Dripping Fire


GameResources/GB/DaikuNoGensanGBC last edited by ThunderAxe31 on 7/3/2023 4:20 PM
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