Bunny Hop
---------------------
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 - 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
---------------------
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 * [ammount in beats] = X
29160 - X + ([ammount 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)