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- Animal structure for the bytes as follows. Descriptions given per byte. Those that are unknown, example byte given. Further research needed.
- 1. Direction facing - 1 is left, 29 is Right (idk why 29) - add 2 for air values, 10 for water values
- 2. What type of animal it is - bottom right image hardcoded with this.
- 3. x coord (small)
- 4. x coord (medium)
- 5. x coord (large)
- 6. Speed
- 7. +ve/-ve for speed - 0 for Right (+ve), FF for left (-ve)
- 8. y coord (small)
- 9. y coord (medium)
- 10. y coord (large)
- 11. Y distance velocity - makes sense for Byte 12 being 00 (lower = slower), seems "inversed" for FF (higher = slower)?
- 12. +ve/-ve speed for height change - 00 for Down (+ve), FF for Up (-ve)(HOWEVER high values for Byte 11 make you go down - 11. FF 12. FF makes you go down? Unsure on this, may be linked to animal weight)
- 13. Hitbox Horizontal (I think moves hb left when higher, noticeable with slopes in particular) E0
- 14. Hitbox Horizontal (I think moves hb left when higher, noticeable with slopes in particular) 01
- 15. How much sprite is in the floor (HB verticality, less = down) c0
- 16. How much sprite is in the floor (HB verticality, less = down) 00
- 17. A/B interaction (e.g. attacking, jumping, dashing) - 02 = A, 04 = B
- 18. Animation number - if 00 is idle image from a set of images, which image to pull up.
- 19. Base Animal Image - 2 bytes with below
- 20. Base Animal Image - 2 bytes with above, sets which is the "idle" image)
- 21. Timer for Animations - What frame since starting animation
- 22. Health of Animal when AI controlled (?)
- 23. ? 0E
- 24. ? 00
- 25. Button Pressed (Mainly when Evo is in the animal)
- 26. Slope behaviour - 00 if normal ground, 03 if using lower path, 07 if using slope, 0B if using upper path, 0F going down from upper path (at start). Theory - OE occurs when dashing - is this "in air but must hit slope when coming back down"?
- 27. State of Animal (01 is AI controlled, 21 is heart, 26 is changing, 02 is human controlled i think? 82(EV0) 3 - AI controlled but camera follows, 4 human controlled no camera. 71 picked up, 61 zooms to the direction it was headed with vulture/seagull glitch)
- 28. ? (Changes when AI only) 04
- 29. ? (Changes when AI only)
- 30. Changing this from FF despawns the animal after death. Idk what the heck the use of this is? Only 1 animal has different - Animal 1 in BCP has 00 not FF.
- 31. Room Number that animal is in (Multi-roomed maps have 00 as the first room you are in)
- Byte 2 information:
- Type of Animal:
- 01 - Evo
- 02 - Mouse
- 04 - Bear
- 06 - Rat
- 07 - King Rat
- 08 - Sheep
- 09 - Ram
- 0A - Spring Sheep
- 0B - Buggy Spring Sheep
- 0C - Evo Full Body
- 0D - Normal Dog
- 0E - Rocket Dog
- 0F - Flying Dog
- 11 - Fox ; Image Bytes A3 05
- 12 - Flying Fox
- 14 - Fish that sinks then floats when left
- 15 - Fish that swims when hits bottom - working fish
- 16 - Husky
- 17 - Rocket Husky (weapons?)
- 18 - Walrus
- 19 - Rabbit
- 1A - Helirabbit
- 1B - Seagull
- 1C - Penguin
- 1D - King Penguin
- 1E - Polar Bear
- 1F - Broken Tank Bear
- 20 - Hyena
- 21 - Hyena Bike
- 22 - Tortoise
- 23 - Rocket Tortoise
- 24 - Piranha
- 25 - Lion
- 26 - Hippo
- 27 - Gorilla
- 28 - Elephant
- 29 - Chameleon
- 2A - Parrot
- 2B - Desert Fox
- 2C - Armed Desert Fox
- 2D - Scorpion
- 2E - Vulture
- 2F - Camel
- 30 - Camel Tank
- 31 - Kangaroo
- 32 - Pogo Kangaroo
- rest seem bugged. Some work some don't
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