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