Bunny Hop (Megamix)

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Functions

0x100 X, Y

Spawn X = Type 0 - Turtle (Light, followed by low hop) 1 - Turtle (Dark, followed by high hop) 2 - Whale (2 Beats) 3 - Whale (1 Beat) 4 - Whale (8 Beats) 5 - Whale (4 Beats) 6 - Whale (Final) Y = Time in Ticks (Add 0x30 for every beat)

0x101 - Run on Ground 0x101<1> X - Hop on Ground 0 - Low Hop 1 - High Hop (2-count Height) (Unused) 2 - High Hop (4-count Height) (Unused) 3 - High Hop (8-count Height) (Unused) 4 - High Hop (Final Height) (Unused) 0x101<2> - Reset

0x102<X> - Camera Movement 0 - Start 1 - Stop 2 - Reset

0x103 X - Drum SFX when hopping 0 - Low Drum 1 - High Drum (Unused) 0x103<1> - Drum SFX Alternate

0x104 X - Ground Length (Used Values: 0, 9, 0xF)

0x105 - Bunny flies through the background to the moon

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 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 29160 - X + ([amount in beats] / 2) - Y = moon location Y = add 4 every 5 beats

for example, 40 beats: 187 * 40 29160 - 7480 + (40 / 2) - 32 = 21668

another example, 6 beats: 187 * 6 29160 - 1122 + (6 / 2) - 4 = 28037

Subs

0x56 - "Next... rest for a two-count." 0x57 - "Next... rest for a four-count." 0x58 - "Next... rest for a four-count. 1 2 3 4" 0x59 - "Next... rest for an eight-count." 0x5A - Bunny Hop (Practice) 0x5B - Bunny Hop (Real Game) 0x5C - Bunny Hop (Skipped Practice)