Marxvile

RAM Animal Byte Structure (SSSV GB)

Jul 15th, 2016 (edited)
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  1. Animal structure for the bytes as follows. Descriptions given per byte. Those that are unknown, example byte given. Further research needed.
  2.  
  3. 1. Direction facing - 1 is left, 29 is Right (idk why 29) - add 2 for air values, 10 for water values
  4. 2. What type of animal it is - bottom right image hardcoded with this.
  5. 3. x coord (small)
  6. 4. x coord (medium)
  7. 5. x coord (large)
  8. 6. Speed
  9. 7. +ve/-ve for speed - 0 for Right (+ve), FF for left (-ve)
  10. 8. y coord (small)
  11. 9. y coord (medium)
  12. 10. y coord (large)
  13. 11. Y distance velocity - makes sense for Byte 12 being 00 (lower = slower), seems "inversed" for FF (higher = slower)?
  14. 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)
  15. 13. Hitbox Horizontal (I think moves hb left when higher, noticeable with slopes in particular) E0
  16. 14. Hitbox Horizontal (I think moves hb left when higher, noticeable with slopes in particular) 01
  17. 15. How much sprite is in the floor (HB verticality, less = down) c0
  18. 16. How much sprite is in the floor (HB verticality, less = down) 00
  19. 17. A/B interaction (e.g. attacking, jumping, dashing) - 02 = A, 04 = B
  20. 18. Animation number - if 00 is idle image from a set of images, which image to pull up.
  21. 19. Base Animal Image - 2 bytes with below
  22. 20. Base Animal Image - 2 bytes with above, sets which is the "idle" image)
  23. 21. Timer for Animations - What frame since starting animation
  24. 22. Health of Animal when AI controlled (?)
  25. 23. ? 0E
  26. 24. ? 00
  27. 25. Button Pressed (Mainly when Evo is in the animal)
  28. 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"?
  29. 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)
  30. 28. ? (Changes when AI only) 04
  31. 29. ? (Changes when AI only)
  32. 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.
  33. 31. Room Number that animal is in (Multi-roomed maps have 00 as the first room you are in)
  34.  
  35. Byte 2 information:
  36. Type of Animal:
  37. 01 - Evo
  38. 02 - Mouse
  39. 04 - Bear
  40. 06 - Rat
  41. 07 - King Rat
  42. 08 - Sheep
  43. 09 - Ram
  44. 0A - Spring Sheep
  45. 0B - Buggy Spring Sheep
  46. 0C - Evo Full Body
  47. 0D - Normal Dog
  48. 0E - Rocket Dog
  49. 0F - Flying Dog
  50. 11 - Fox ; Image Bytes A3 05
  51. 12 - Flying Fox
  52. 14 - Fish that sinks then floats when left
  53. 15 - Fish that swims when hits bottom - working fish
  54. 16 - Husky
  55. 17 - Rocket Husky (weapons?)
  56. 18 - Walrus
  57. 19 - Rabbit
  58. 1A - Helirabbit
  59. 1B - Seagull
  60. 1C - Penguin
  61. 1D - King Penguin
  62. 1E - Polar Bear
  63. 1F - Broken Tank Bear
  64. 20 - Hyena
  65. 21 - Hyena Bike
  66. 22 - Tortoise
  67. 23 - Rocket Tortoise
  68. 24 - Piranha
  69. 25 - Lion
  70. 26 - Hippo
  71. 27 - Gorilla
  72. 28 - Elephant
  73. 29 - Chameleon
  74. 2A - Parrot
  75. 2B - Desert Fox
  76. 2C - Armed Desert Fox
  77. 2D - Scorpion
  78. 2E - Vulture
  79. 2F - Camel
  80. 30 - Camel Tank
  81. 31 - Kangaroo
  82. 32 - Pogo Kangaroo
  83. rest seem bugged. Some work some don't
  84.  
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