Bunny Hop (Megamix): Difference between revisions

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Y = Time in Ticks (Add 0x30 for every beat)
Y = Time in Ticks (Add 0x30 for every beat)


0x101 - Run on Ground
===0x101===
0x101<1> X - Hop on Ground
Run on Ground
===0x101<1> X===
Hop on Ground
0 - Low Hop
0 - Low Hop
1 - High Hop (2-count Height) (Unused)
1 - High Hop (2-count Height) (Unused)
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3 - High Hop (8-count Height) (Unused)
3 - High Hop (8-count Height) (Unused)
4 - High Hop (Final Height) (Unused)
4 - High Hop (Final Height) (Unused)
0x101<2> - Reset
===0x101<2>===
 
Reset
0x102<X> - Camera Movement
===0x102<X>===
0 - Start
Controls camera movement.
1 - Stop
{|class="wikitable"
2 - Reset
|0
 
|Start
0x103 X - Drum SFX when hopping
|-
0 - Low Drum
|1
1 - High Drum (Unused)
|Stop
0x103<1> - Drum SFX Alternate
|-
 
|2
0x104 X - Ground Length (Used Values: 0, 9, 0xF)
|Reset
 
|}
0x105 - Bunny flies through the background to the moon
===0x103 X===
 
Controls the drum SFX when hopping.
{|class="wikitable"
|0
|Uses a low drum.
|-
|1
|Uses a high drum. Unused.
|}
===0x103<1>===
Drum SFX Alternate
===0x104 X===
Controls the length of the ground. The only values used are 0, 9, and 0xF.
===0x105===
Bunny flies through the background to the moon
==Moon Notes==
==Moon Notes==
The moon is always spawned at a fixed location matching where it is at the end of the vanilla game, and it scrolls along with the screen
The moon is always spawned at a fixed location matching where it is at the end of the vanilla game, and it scrolls along with the screen. If you need to have the moon at the end at a different time, you'll need to edit the X position of its animations (not sprites) in the [[BCCAD]] file. Below is a formula created by deni_iguess, which assumes the first turtle (beat 0) is at the very start of the game. Keep in mind that the ground is still counted when it comes to where the moon is, and it is possible the result you get with this is off, so make sure you take a screenshot of the vanilla placement at the end of Bunny Hop to compare it to fine-tune the exact location.
If you need to have the moon at the end at a different time, you'll need to edit the X position of its animations (not sprites) in the bccad file
Below is a formula created by deni_iguess, which assumes the first turtle (beat 0) is at the very start of the game
(keep in mind that the Ground is still counted when it comes to where the moon is, and it is possible the result you get with this is off,
so make sure you take a screenshot of the vanilla placement at the end of Bunny Hop to compare it to fine-tune the exact location)


187 * [amount in beats] = X
187 * [amount in beats] = X
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==Subs==
==Subs==
0x56 - "Next... rest for a two-count."
===0x56===
0x57 - "Next... rest for a four-count."
"Next... rest for a two-count."
0x58 - "Next... rest for a four-count. 1 2 3 4"
===0x57===
0x59 - "Next... rest for an eight-count."
"Next... rest for a four-count."
0x5A - Bunny Hop (Practice)
===0x58===
0x5B - Bunny Hop (Real Game)
"Next... rest for a four-count. 1 2 3 4"
0x5C - Bunny Hop (Skipped Practice)
===0x59===
"Next... rest for an eight-count."
===0x5A===
Launches the real game.
===0x5B===
Launches the practice.
===0x5C===
Launches the real game, but as if the practice was skipped.