Animal Acrobat
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0x100 - Nothing
0x101 - Intro Beat Animation
0x101<1> X - Jump Off, grab after X ticks (Used value: 0x30)
0x101<2> - ???
0x101<3> - ??? (Found in the practice)
0x102 X - Start executing byte array
X = Time in ticks before grab (Used values: 0x60, 0xC0)
0x102<1> 0xXXXXXX, Y - Loads a byte array, describing the game's patterns.
Every byte is an animal. Byte arrays can be created in Tickflow using the bytes command.
0xXXXXXX = Location
0x52F9A4 - Jungle Gymnast
0x52F9C5 - Jungle Gymnast (Practice)
0x52F9C6 - Animal Acrobat
0x52F9DF - Animal Acrobat (Practice)
0x52FAAC - Donut Remix (Section 1)
0x52FAB1 - Donut Remix (Section 2)
0x52FAB5 - Donut Remix (Section 3)
0x52FC1C - Final Remix (Animal Acrobat)
0x52FC22 - Final Remix (Jungle Gymnast)
Y = Amount of Bytes (Usually a little over the number of animals)
0 - Practices
4 - Donut Remix (Section 2, 3)
5 - Donut Remix (Section 1)
6 - Final Remix
0x19 - Animal Acrobat
0x21 - Jungle Gymnast
Values for bytes are:
0 - White Monkey (Single)
1 - Elephant
2 - White Monkey (Three)
3 - Giraffe
4 - Gorilla/Donuts/Balloon
5 - Starting Platform
6 - Nothing
0x102<2> - Animals start swinging
Example of custom array:
Pattern:
bytes 1, 1, 3, 1, 2, 0
return
0x102<1> Pattern, 6
0x103 X - Spotlight
0 - Disable
1 - Enable
0x104 - Monkey Lands on Gorilla/Donuts/Balloon
0x104<1> - Balloon takes off (Jungle Gymnast)
0x105 X - Return to start (Practice)?
0x105<1> X - ???
0 - Disable
1 - Enable
0x106 X - Waterfall (Jungle Gymnast)
Used value: 0x21C
0x107 X - Vines (Jungle Gymnast)
Used value: 0x320
0x108 - Ending
0 - Confetti (Animal Acrobat)
1 - Leaves (Jungle Gymnast)
0x109 - ??? (Found in Remixes)
0 - ???
1 - ???
0x10A - ??? (Found in Final Remix)
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Subs:
0x56 - Nonexistent (Crashes the game when used)
0x57 - Animal Acrobat (Practice)
0x58 - Jungle Gymnast (Practice)
0x59 - Animal Acrobat (Real Game)
0x5A - Jungle Gymnast (Real Game)
0x5B - Animal Acrobat (Skipped Practice)
0x5C - Jungle Gymnast (Skipped Practice)