1943: The Battle of Midway

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1943: The Battle of Midway is a scrolling shoot-em-up with a World War II theme. It is the sequel to 1942.

Easy Cheats

Icon Addr Val Cmp Description
Icon-HitPoints-Infinite.png 0410 09 - Infinite Energy
Icon-Invincible.png 040E 0C - Invulnerable (Graphic glitches)
Icon-Ammo-Infinite.png 04F6 09 - Infinite Weapon Power
Icon-Strength.png 0342 05 - Full Offensive Power
Icon-Armor.png 0343 05 - Full Defensive Power
Icon-HitPoints.png 0344 05 - Full Energy Level
Icon-Powerup.png 0345 05 - Full Special Weapon
Icon-Ammo.png 0346 05 - Full Special Weapon Time Limit
Icon-Weapon.png 0402 02 - Have Long Spread
Icon-Weapon.png 0402 07 - Have Double Shot
Icon-Weapon.png 0402 09 - Have Double Missiles
Icon-Weapon.png 0402 0A - Have Double Laser
Icon-Warp.png F3E2 08 00 Start On Mission 5
Icon-Warp.png F3E2 12 00 Start On Mission 10
Icon-Warp.png F3E2 1C 00 Start On Mission 15
Icon-Warp.png F3E2 26 00 Start On Mission 20
Icon-Warp.png F3E2 2E 00 Start On Mission 24
How do I use these?

North America

1943.png

Memory Addresses

0342 - Offensive Power (00-05)
0343 - Defensive Power (00-05)
0344 - Energy Level (00-05)
0345 - Special Weapon (00-05)
0346 - SW Time Limit (00-05)
0347 - Remainder Points (00-09)

0402 - Weapon
	00 - Regular
	01 - Short Spread
	02 - Long Spread
	03 - Rapid Fire
	04 - Missiles
	05 - Short Spread x2
	06 - Laser
	07 - Double Regular
	08 - Double Rapid Fire
	09 - Double Missiles
	0A - Double Laser

040E - Invulnerability Timeout

0410 - Energy: xx9
0411 - Energy: x9x
0412 - Energy: 9xx

04E0 - Wingman Status
	00 - None
	C0 - Leaving
	FD - Injured
	FF - Normal

04E3 - Wingman Hit Points

04F6 - Weapon Power: xx9
04F7 - Weapon Power: x9x
04F8 - Weapon Power: 9xx

0715 - Mission

0770 - Score: 9xxxxxx
0771 - Score: x9xxxxx
0772 - Score: xx9xxxx
0773 - Score: xxx9xxx
0774 - Score: xxxx9xx
0775 - Score: xxxxx9x
0776 - Score: xxxxxx9

Code

Starting Mission

This is an excerpt from the game start routine.

F3E1:A9 00     LDA #$00         ; Load #00 into A.
F3E3:8D 15 07  STA $0715        ; Store A into Mission.

Text

The text in 1943 is moved around in the PPU memory a lot, so you can't use the ROM's CHR data to predict the order. Nearly all of the game's text uses the Title/Menu/Messages layout, but the layout shifts in memory for some of the brief messages while you're flying.

Title/Menu/Messages

BC=!
BD=©
BE=%
BF=s
C0==
C2=?
C4=“
C5=,
C6=”
C7=…
C8=.
CA=-
CC=0
CD=1
CE=2
CF=3
D0=4
D1=5
D2=6
D3=7
D4=8
D5=9
D6=A
D7=B
D8=C
D9=D
DA=E
DB=F
DC=G
DD=H
DE=I
DF=J
E0=K
E1=L
E2=M
E3=N
E4=O
E5=P
E6=Q
E7=R
E8=S
E9=T
EA=U
EB=V
EC=W
ED=X
EE=Y
EF=Z
F0= 
F1=—
F2=®

Flying

BC=A
BD=B
BE=C
BF=D
C0=E
C1=F
C2=G
C3=H
C4=I
C5=J
C6=K
C7=L
C8=M
C9=N
CA=O
CB=P
CC=Q
CD=R
CE=S
CF=T
D0=U
D1=V
D2=W
D3=X
D4=Y
D5=Z
D6= 

Japan

1943 (J).png

Memory Addresses

0342 - Offensive Power (00-05)
0343 - Defensive Power (00-05)
0344 - Energy Level (00-05)
0345 - Special Weapon (00-05)
0346 - SW Time Limit (00-05)
0347 - Remainder Points (00-09)

0410 - Energy: xx9
0411 - Energy: x9x
0412 - Energy: 9xx