BINARY-DURCHBRUCH: NE-Overlay geparst, Original-Animationstabellen gefunden

START.EXE = MZ-Stub + ungepackte NE-Executable (Borland DPMI16). Im
DATA-Segment liegen die ANIMATIONSTABELLEN im Klartext (Format
[delay_ticks][frames...]ffff, 70Hz): Engine-Frame x2 = BOB-Frame.
Bestaetigt: Gehzyklus 0-14/17.5fps, Idle 16, Sprung 18, Renn-Rad
26-32. Uebernommen: ECHTE Frosties-Idle-Sequenz (46,48,46,44,...,20x5,
2.8fps) und Original-Anim-Timings (17.5fps Gehen/Rad).

Ausserdem im Binary gefunden: kompletter WELTKARTEN-LAUFPFAD + LEVELPUNKT-
Koordinaten + 22 Levelnamen (Grundlage fuer die Karten-Levelauswahl) und
den "Kellogg's Cheat-Mode" (Level-Waehler). Dump + Offsets in NOTES.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-25 14:06:45 +02:00
co-authored by Claude Fable 5
parent f7f29a0309
commit cdf6da6f7d
2 changed files with 46 additions and 4 deletions
+6 -4
View File
@@ -41,10 +41,10 @@ GRAVITY = 900.0
JUMP_VELOCITY = -360.0
SWIM_GRAVITY = 240.0 # Smacks im Wasser: traege sinken
SWIM_KICK = -140.0 # Schwimmstoss mit Space
WALK_ANIM_FPS = 12.0
RUN_ANIM_FPS = 14.0
WALK_ANIM_FPS = 17.5 # Original: delay 4 Ticks @70Hz (Binary-Tabelle)
RUN_ANIM_FPS = 17.5 # Rad hat dasselbe delay 4
IDLE_ANIM_AFTER = 5.0 # Sekunden Stillstand bis zur Idle-Animation
IDLE_ANIM_FPS = 2.5
IDLE_ANIM_FPS = 2.8 # Original: delay 25 Ticks @70Hz
WATER_DAMAGE_EVERY = 1.5 # im Wasser: alle 1.5s ein Herz (Stefan: 5s war arg lang)
SPAWN_ANIM_SECONDS = 1.1 # Start-Sprite beim Levelstart/Charakterwechsel
SPRITE_SINK = 4 # Fuesse sinken optisch in die Blaetter/Gras ein
@@ -73,7 +73,9 @@ CHAR_DEFS = {
# Lauf-Frame bleibt stehen"-Bug)
idle_r=16, idle_l=17, jump_r=18, jump_l=19, duck_r=24, duck_l=25,
swim_r=None, swim_l=None,
idle_anim_r=[44, 46, 48], idle_anim_l=[45, 47, 49],
# ECHTE Sequenz aus der Binary-Animationstabelle (@143966, x2):
idle_anim_r=[46, 48, 46, 44, 46, 44, 46, 44, 46, 48, 46, 44, 46, 20, 20, 20, 20, 20],
idle_anim_l=[47, 49, 47, 45, 47, 45, 47, 45, 47, 49, 47, 45, 47, 21, 21, 21, 21, 21],
spawn_frame=22, # Arm nach oben gestreckt
death_frame=38, drop_frame=40, # erschrocken; fallendes HALSTUCH
peek_frame=50, # in die Tuer reinschauen (Rueckenansicht -- Stefans Fund)