Animal Well CLI Savegame Editor/Library
Project description
Python-Based CLI Animal Well Savegame Editor
animalwellsave
is a save editor (and data backend) for editing
Animal Well savegames.
It supports editing nearly everything stored in the savegames. In addition
to the editing features you'd expect, it's got some features you might not
expect, including:
- Importing/Exporting specific slots
- Setting the Bunny Mural to its default, solved, or cleared state
- Forcing Kangaroo spawns to a specific room
- Respawning consumables (fruit, firecrackers) on the map
- Clearing ghosts / Lighting Candles
- Clearing out "illegal" pink-button presses (acquired via cheating) to avoid future savefile corruption
- Image import/export to/from the "pencil" map layer
Table of Contents
- Overview
- Running / Installation
- TODO
- Usage
- Showing Save Info
- Checksum
- Choose Slot
- Import/Export Slots
- Frame Seed
- Global Unlocks (Figurines, etc)
- Health
- Spawnpoint
- Steps
- Deaths
- Bubbles Popped
- Berries Eaten While Full
- Game Ticks (Elapsed Time)
- Wings (Flight)
- Firecrackers
- Keys / Matches
- Equipment
- Map Unlocks
- B.B. Wand
- Egg 65
- Cheater's Ring
- Progress/Quests
- Caged Cats
- Kangaroo Room
- K. Shards
- Animal Head Teleporters
- Bunny Mural
- Flames
- Manticores
- Teleportation Torus
- Eggs
- Bunnies
- Respawn Consumables
- Ghosts
- Squirrels
- Buttons
- Doors / Walls
- Chests
- Candles
- Water Reservoirs
- Detonators
- Destroyed Tiles
- Minimap
- Map Marks
- Pencil Images
- Library
- Changelog
- License
Overview
The utility seems quite safe to use -- I've not ever experienced any problems with it. But make sure to bakup your saves before using this!
Work on decoding the savegame structure has mostly been done by Kein, just-ero, lipsum, and myself. My own contributions were mostly at the beginning of the process; Kein, just-ero, and lipsum have been responsible for the majority of the save format at this point. Many thanks to them for filling things out!
A complete mapping of the savegame data can be found at Kein's awsgtools repo. At time of writing the primary format there is an 010 Editor binary template plus an ImHex pattern. Other translations may become available over time. A human-readable document describing the save format can be found at the wiki of that repo as well, though that document might lag behind the official templates.
Running / Installation
Easiest Method: pip
The easiest way to install animalwellsave
is via pip
inside a virtual
environment. On Unix/Mac:
cd /wherever/you/want/to/keep/the/virtualenv
python -m venv virtualenv_dir
source virtualenv_dir/bin/activate
pip install animalwellsave
Or on Windows:
cd \wherever\you\want\to\keep\the\virtualenv
python -m venv virtualenv_dir
virtualenv_dir\Scripts\activate
pip install animalwellsave
To also pull in the dependencies necessary to support importing/exporting images into the "pencil" minimap layer, you can alternately specify this for the installation line:
pip install animalwellsave[PencilImages]
Once installed, there will be an awsave
command available to run, like so:
awsave --help
Git Checkout (the proper way)
The app can also be run right from a git checkout. The "correct" way to do this is with a virtual environment using "editable" mode. From the main project checkout dir (example here is for Unix/MacOS; the activation line is different for Windows -- see above):
python -m venv .venv
source .venv/bin/activate
pip install --editable .
To install the dependencies needed for importing/exporting images to the "pencil" minimap layer, you can run:
pip install -r image-requirements.txt
Once done, you should be able to run the awsave
command as usual:
awsave --help
Git Checkout (the lazy way)
Alternatively, if you want to run it directly from a git checkout without
setting up a virtual environment and setting it to editable mode, you can
just use the shortcut awsave.py
script right in the main dir:
./awsave.py --help
Or, you can call the cli module directly:
python -m animalwellsave.cli --help
TODO
The editor currently does not attempt to support everything inside the savegames. Some notable bits of data which can't be edited directly:
- Crank status
- Elevator status
- Stalactite/Stalagmite/Icicle destruction
- "Illegal" Bunnies
- Some seemingly-unimportant flags have been omitted from a few areas
- Achievements (unsure if setting these in the save would actually make them activate on Steam)
- Game Options
While I don't have any current plans to support the above, there are a few other things which would be nice eventually:
- Mapping chests to their unlocks, so unlocking eggs (for instance) would mark the relevant chests as opened. Vice-versa for disabling unlocks; it'd be nice to close the associated chest so it could be re-acquired. At the moment, chest opening/closing is all-or-nothing.
- Similarly, mapping buttons/reservoirs to which doors they open would be nice, to be able to couple those a bit more closely. At the moment, button/door states are all-or-nothing.
Usage
Here is a detailed list of all the arguments available on the CLI editor. Note that these arguments can be chained together pretty much as long as you want. For instance:
awsave AnimalWell.sav -i -s 0 --equip-enable all --inventory-enable pack --firecrackers 6 --upgrade-wand
Showing Save Info
To show information about the save, including for any chosen slots, use
-i
/--info
:
awsave AnimalWell.sav -i
awsave AnimalWell.sav --info
Checksum
The --fix-checksum
option can be used to fix the savegame's checksum without
changing anything else. (The utility will automatically update the checksum if
any other changes are made to the file.) If the save has an invalid checksum,
Animal Well will spawn a Manticore friend to follow you around, so this can be
used to fix it in case any manual hex editing has been going on.
awsave AnimalWell.sav --fix-checksum
If you wanted to intentionally force an invalid checksum, because you'd like
a Manticore friend to go exploring with, you can use the --invalid-checksum
argument. If that's the only save-edit you want to do, you'll have to specify
the --fix-checksum
argument as well:
awsave AnimalWell.sav --fix-checksum --invalid-checksum
Choose Slot
Most options in the editor operate on slot data, so this argument is generally
necessary. -s
or --slot
can be used for this, to choose
a specific slot (1
, 2
, or 3
), or to operate on all slots by
choosing 0
.
awsave AnimalWell.sav -i -s 1
awsave AnimalWell.sav --info --slot 2
Note that a few arguments (namely --import-slot
and --export-slot
)
do not allow using 0
to specify "all slots."
Import/Export Slots
Slot data can be imported or exported to allow transferring slots without
also transferring "global" data (like collected figurines, or game options).
For example, to export slot 2 into the file slot2.dat
with the
--export
/--export-slot
option:
awsave AnimalWell.sav -s 2 --export slot2.dat
Then that file could be imported into another slot with the --import
/--import-slot
option:
awsave AnimalWell.sav -s 3 --import slot2.dat
Note that the only data checking the import process does is to ensure that the file being imported is exactly the right filesize (149,760 bytes).
If the filename you attempt to export to already exists, this app will
prompt you if you want to overwrite. To force overwriting without any
interactive prompt, use the -f
/--force
option:
awsave AnimalWell.sav -s 2 --export slot2.dat -f
Frame Seed
The "frame seed" is presumably used for various randomizations in the
game, but the most noticeable effect is to determine which Bunny Mural
segment is presented to the user. The mural segment shown is the frame
seed modulo 50, so you could theoretically get all of the segments
yourself by editing this value 50 times. --frame-seed
can be used
to alter the value:
awsave AnimalWell.sav --frame-seed 42
Global Unlocks (Figurines, etc)
Some items unlocked in the game apply to all slots, such as the stopwatch,
pedometer, pink phones, and the various figurines which show up in the House.
The --globals-enable
and --globals-disable
arguments can be used to
toggle the various states. The special value all
can be used to toggle
all of them at once, and the argument can be specified multiple times.
awsave AnimalWell.sav --globals-disable stopwatch --globals-disable pedometer
awsave AnimalWell.sav --globals-enable all
Valid values are: stopwatch
, pedometer
, pink_phone
, souvenir_cup
,
origami
, two_rabbits
, owl
, cat
, fish
, donkey
, deco_rabbit
,
mama_cha
, giraffe
, incense
, peacock
, otter
, duck
, all
.
Health
Player health can be set with the --health
option. Note that this is the
total number of hearts, which includes your base health, any gold hearts,
and any "extra" blue hearts. The game's maximum is probably 12, though I
haven't actually tested beyond that.
awsave AnimalWell.sav -s 1 --health 8
Relatedly, gold hearts can be added with the --gold-hearts
option:
awsave AnimalWell.sav -s 1 --health 12 --gold-hearts 4
Spawnpoint
The player's spawnpoint is stored in the game by room coordinates, and can
be set with the --spawn
argument. The upper-left room is at coordinate
2,4. If there is a phone in the room that has been specified, the player
will spawn near the phone. Otherwise, the player spawns in the upper-left-most
available spot in the room.
awsave AnimalWell.sav -s 1 --spawn 11,11
Steps
You can set the number of steps the player has walked with the --steps
argument:
awsave AnimalWell.sav -s 1 --steps 42
The ingame pedometer rolls over to 0 after hitting 99,999.
Deaths
You can set the number of recorded deaths using the --deaths
option:
awsave AnimalWell.sav -s 1 --deaths 0
Saves
You can set the number of saves that the player has performed using the
--saves
option. Note that the minimum legal value here is 1, since
the slot data will not be populated on-disk until the first savegame.
awsave AnimalWell.sav -s 1 --saves 1
Bubbles Popped
The number of your B.Wand bubbles which have been popped by hummingbirds
can be altered with the --bubbles-popped
argument:
awsave AnimalWell.sav -s 1 --bubbles-popped 42
Berries Eaten While Full
The number of berries you've eaten while at full health can be altered
with the --berries-eaten-while-full
argument:
awsave AnimalWell.sav -s 1 --berries-eaten-while-full 10
Game Ticks (Elapsed Time)
The game keeps track of how many "ticks" have elapsed since the beginning
of the game. The game runs at 60fps, so this value is not actually in
milliseconds. There are technically two fields for this: one value which
is just ingame time (which does not seem to be used anywhere), and
another which includes all the time spent in "pause" menus. There are
two arguments related to ticks. First, --ticks-copy-ingame
can be
used to copy your "ingame" counter over to the "including paused" counter,
in case you feel that your speed effort is being unfairly held back by
pausing:
awsave AnimalWell.sav -s 1 --ticks-copy-ingame
Alternatively, you can just set the numeric value for both at the same
time using --ticks
:
awsave AnimalWell.sav -s 1 --ticks 0
Wings (Flight)
A very late-game unlock gives you the ability to sprout wings and fly
around very quickly, by double-jumping. This can be enabled or disabled
using --wings-enable
and --wings-disable
:
awsave AnimalWell.sav -s 1 --wings-enable
awsave AnimalWell.sav -s 1 --wings-disable
Firecrackers
Your player firecracker count can be set with the --firecrackers
argument.
Setting this to a value greater than zero will also unlock the Firecracker
equipment, if it's not already unlocked.
awsave AnimalWell.sav -s 1 --firecrackers 3
Keys / Matches
Keys and Matches can be set using the --keys
and --matches
arguments.
Note that the keys here are the "generic" ones which show up on the left in your
inventory. The maximum numbers available ingame are 6 keys, and 9 matches.
awsave AnimalWell.sav -s 1 --keys 6 --matches 9
Equipment
Equipment is the various items you directly use throughout the game, like
Firecrackers, B. Wand, Disc, etc. These can be individually toggled on or off
using the --equip-enable
and --equip-disable
arguments. Those can be specified
more than once, and you can also use all
as a special option to process all at
once.
awsave AnimalWell.sav -s 1 --equip-enable all
awsave AnimalWell.sav -s 1 --equip-disable disc --equip-disable yoyo
Valid values are: firecracker
, flute
, lantern
, top
, disc
, wand
,
yoyo
, slink
, remote
, ball
, wheel
, uvlight
, all
.
Note that whenever you toggle the Disc state using this option, the game will
by default attempt to set the game's quest states appropriately, to avoid having
you get chased by a ghost dog. This can end up changing where the Mock Disc is
in the gameworld. When giving yourself the Disc, there are two valid game states:
one with the Mock Disc in the initial dog head statue, and the other with the
Mock Disc in the M. Disc Shrine. By default, the quest-correction will set the
game to the dog-head-statue state, but you can have it put the Mock Disc in the
shrine instead with --prefer-disc-shrine-state
:
awsave AnimalWell.sav -s 1 --equip-enable disc --prefer-disc-shrine-state
Alternatively, you can disable the auto-fix attempt entirely using the
--dont-fix-disc-state
argument, in case you want to have a doggo friend to
keep you company (or if you're editing the quest states yourself later):
awsave AnimalWell.sav -s 1 --equip-enable disc --dont-fix-disc-state
Map Unlocks
The various map-feature unlocks can be enabled using the --map-enable
argument.
The special value all
can be used to unlock all three at once:
awsave AnimalWell.sav -s 1 --map-enable all
Valid values are: unlock_map
, unlock_stamps
, unlock_pencil
, all
.
B.B. Wand
The B. Wand can be upgraded to the B.B. Wand (or downgraded back) using
--upgrade-wand
and --downgrade-wand
:
awsave AnimalWell.sav -s 1 --upgrade-wand
awsave AnimalWell.sav -s 1 --downgrade-wand
Egg 65
Egg 65 can be enabled or disabled in your inventory using --egg65-enable
and
--eg65-disable
:
awsave AnimalWell.sav -s 1 --egg65-enable
awsave AnimalWell.sav -s 1 --egg65-disable
Cheater's Ring
The Cheater's Ring can be enabled or disabled in your inventory using
--cring-enable
and --cring-disable
:
awsave AnimalWell.sav -s 1 --cring-enable
awsave AnimalWell.sav -s 1 --cring-disable
Progress/Quests
There are two fields in the savegame which relate to progress / quests.
I honestly wasn't sure what to call the first one -- it includes some very
early-game flags like "game started" and "ready to hatch," but then also
includes a very late-game flag when the House Key drops after defeating the
first Manticore. The field is totally separate from the main "quest" area.
So, I settled on "progress." Apart from the House Key drop, the only other flag
the editor supports is the one that enables your HP Bar to be shown on the
screen. The arguments to edit this field are --progress-enable
and
--progress-disable
. The special value all
can be used to process all
(well, both) at once:
awsave AnimalWell.sav -s 1 --progress-enable all
awsave AnimalWell.sav -s 1 --progress-disable hp_bar
Valid values are: hp_bar
, house_key
, all
.
The main field which defines progress/quest information is rather more
complete. This can be altered with --quest-state-enable
and
--quest-state-disable
. As with other options of this sort, it can be specified
more than once, and the special value all
can be used to operate on them all at
once.
awsave AnimalWell.sav -s 1 --quest-enable house_open --quest-enable office-open
awsave AnimalWell.sav -s 1 --quest-disable all
Valid values are: house_open
, office_open
, closet_open
, unlock_map
,
unlock_stamps
, unlock_pencil
, defeated_chameleon
, cring
,
used_s_medal
, used_e_medal
, wings
, bb_wand
, egg_65
, torus
,
defeated_bat
, freed_ostrich
, defeated_ostrich
, fighting_eel
,
defeated_eel
, shrine_no_disc
, statue_no_disc
, all
.
Note that all the flags in this area aren't really intended to be altered by hand; it's best to stick to the more formalized options elsewhere. For instance, there are specific arguments to manage the B.B. Wand, Egg 65, Cheater's Ring, Teleportation Torus, Wings, and Map Data. Still, if you wanted to tweak any of these by hand here, they're available.
Caged Cats
The caged-cat/mother-lynx puzzle state can be set with the --cats-free
and
--cats-cage
arguments. This can be specified more than once, or you can use
the special all
value to operate on all at the same time:
awsave AnimalWell.sav -s 1 --cats-free all
awsave AnimalWell.sav -s 1 --cats-cage cat_14_19_1 --cats-cage cat_14_19_2
Valid values are: cat_16_18_1
, cat_16_18_2
, cat_16_18_3
, cat_14_19_1
,
cat_14_19_2
, wheel
, all
. Note that the wheel
entry controls whether
or not the wheel-chest cage is open, in the Mother Lynx's lair. The names of
the cat cage values correspond with the room coordinates in which they're found.
Kangaroo Room
The room in which the kangaroo next spawns can be set with the --kangaroo-room
argumnent. The rooms are numbered from 0 to 4, and correspond to the following
coordinates:
- 6, 6
- 9, 11
- 12, 11
- 9, 13
- 16, 16
The coordinates are set by the numeric index:
awsave AnimalWell.sav -s 1 --kangaroo-room 0
Note that the kangaroo will likely be immediately hostile once you enter the room.
K. Shards
The state of K. Shard collection can be set with the --kshard-collect
and
--kshard-insert
arguments. Only one can be specified at a time, and they
set up the data to force a specific count of shards collected (ie: in your
inventory) or inserted (placed in the circular recess). This will overwrite
any existing state; if you've collected two shards already and specify that
you want 1 inserted, you will be left with a single inserted shard and none
in your inventory.
awsave AnimalWell.sav -s 1 --kshard-collect 2
awsave AnimalWell.sav -s 1 --kshard-insert 3
Animal Head Teleporters
You can enable/disable the animal head teleporters using the --teleport-enable
and --teleport-disable
arguments. The arguments can be specified more than
once, and you can use the special all
value to operate on all at once.
awsave AnimalWell.sav -s 1 --teleport-enable bird --teleport-enable bear
awsave AnimalWell.sav -s 1 --teleport-disable all
Valid values are: frog
, fish
, bear
, dog
, bird
, squirrel
, hippo
,
all
.
Bunny Mural
The Bunny Mural state can be set via a few options, though they are all just hardcoded images. You can set the mural to its default state, to be entirely "blank" (ie: just the "background" color), or to its solved state. Note that the reward wall will not open in the solved state unless you head to the control panel and set one pixel. (Though the wall can be opened with other options in the editor.)
awsave AnimalWell.sav -s 1 --mural-default
awsave AnimalWell.sav -s 1 --mural-clear
awsave AnimalWell.sav -s 1 --mural-solved
Flames
The four flame states can be set using the --flame-collect
and --flame-use
arguments. Each of those can be specified more than once, or use the special
all
value to operate on all at once. --flame-collect
will merely put the
flame in your inventory, whereas --flame-use
will put the flame in its
respective pedestal.
awsave AnimalWell.sav -s 1 --flame-collect p --flame-collect g
awsave AnimalWell.sav -s 1 --flame-use all
Valid values are: b
, p
, v
, g
, all
.
Manticores
The two manticore states can be set using the --blue-manticore
and
--red-manticore
arguments. They just have one of three states: default
,
overworld
, or space
. Their default state is basically not being
present until you get to the Manticore Arena area (or set up the 65th
Egg). In "Overworld" state they will chase you around, and in "Space"
state they'll be friendly up on Bunny Island.
awsave AnimalWell.sav -s 1 --blue-manticore overworld --red-manticore space
Teleportation Torus
The teleportation torus (two rooms right of the house/office) can be
toggled on/off with --torus-enable
and --torus-disable
:
awsave AnimalWell.sav -s 1 --torus-enable
awsave AnimalWell.sav -s 1 --torus-disable
Eggs
Collected eggs can be enabled or disabled with the --egg-enable
and
--egg-disable
arguments. The arguments can be specified more than once,
and the special value all
can be used to operate on all eggs at once.
awsave AnimalWell.sav -s 1 --egg-enable all
awsave AnimalWell.sav -s 1 --egg-disable zen --egg-disable ice
Note that this does not include the 65th Egg.
Bunnies
Collected bunnies can be enabled or disabled with the --bunny-enable
and --bunny-disable
arguments. The arguments can be specified more
than once, and the special value all
can be used to operate on all
bunnies at once.
awsave AnimalWell.sav -s 1 --bunny-enable floor_is_lava --bunny-enable dream
awsave AnimalWell.sav -s 1 --bunny-disable all
This argument can't be used to collect the various "illegal" bunnies hidden around the map (or just in game data).
Respawn Consumables
Ordinarily, fruit and firecrackers only respawn in the game world when you
die. The --respawn-consumables
option will make them all reappear without
having to do so:
awsave AnimalWell.sav -s 1 --respawn-consumables
Ghosts
Like with consumables, scared ghosts will stay scared until you die, at
which point they will respawn (unless a lit candle is keeping them away).
The --clear-ghosts
and --respawn-ghosts
arguments can be used to
frighten them all off, and cause them to respawn early, respectively:
awsave AnimalWell.sav -s 1 --clear-ghosts
awsave AnimalWell.sav -s 1 --respawn-ghosts
Squirrels
Frightened squirrels can be respawned onto the map with the
--respawn-squirrels
argument:
awsave AnimalWell.sav -s 1 --respawn-squirrels
Buttons
All of the pressable buttons in the game can be pressed or released as
a group using the --buttons-press
and --buttons-reset
arguments. This
will process yellow (regular), purple (transient), green (machine control),
and pink (hidden) buttons. For Pink buttons, the utility will only
toggle "legitimate" buttons which the user is expected to be able to find.
The "illegal" buttons associated with hidden bunnies will not be
pressed.
awsave AnimalWell.sav -s 1 --buttons-press
awsave AnimalWell.sav -s 1 --buttons-reset
Note that resetting buttons will not automatically cause their related doors/walls to revert to the closed state. Pressing buttons will cause doors/walls to open once you enter the room, though, if they weren't already open.
Doors / Walls
There are five categories of openable doors/walls in the game:
- "Regular" doors which are opened via button presses, water reservoirs,
or other environmental puzzles. These can be toggled with the
--doors-open
and--doors-close
arguments. - "Lockable" doors which require a key in your inventory to unlock.
There are six of these throughout the game map. They can be toggled
with the
--lockable-unlock
and--lockable-lock
arguments. - The four doors in the Egg Chamber which ordinarily only open once you
have collected a minimum number of eggs. These can be toggled with
the
--eggdoor-open
and--eggdoor-close
arguments. - Walls which function like doors, most typically encountered via pink
buttons or other late-game bunny puzzles, etc. These can be toggled
with the
--walls-open
and--walls-close
arguments. - Other "special" doors like the House/Office/Closet doors, whose states are mostly controlled via the progress/quest options and aren't enumerated here.
For "regular" doors in the game, note that if the buttons/puzzles which opened them originally are still pressed/solved, entering the room after closing them will just cause them to re-open again. Regardless, they can be opened/closed like so:
awsave AnimalWell.sav -s 1 --doors-open
awsave AnimalWell.sav -s 1 --doors-close
Likewise, lockable doors can be opened/closed with:
awsave AnimalWell.sav -s 1 --lockable-unlock
awsave AnimalWell.sav -s 1 --lockable-lock
Egg Chamber doors work a little differently. Instead of being all-or-nothing,
they can be toggled individually, and the special value all
can be used
to operate on all at once:
awsave AnimalWell.sav -s 1 --eggdoor-open all
awsave AnimalWell.sav -s 1 --eggdoor-close first --eggdoor-close third
Valid values are: first
, second
, third
, fourth
, all
.
Moveable walls can be opened/closde like so:
awsave AnimalWell.sav -s 1 --walls-open
awsave AnimalWell.sav -s 1 --walls-close
Finally, using the Cheater's Ring (or any other noclip cheating activity) can
allow the player to access "illegal" pink buttons which can cause extra walls
to open up in the game. At time of writing, there's a bug in the game where
opening too many of these can end up causing savefile corruption while in-game,
so they are best avoided. If you had triggered one or more of these in the
past, they can be cleaned up with the --clear-invalid-walls
argument. This
will clean up both the moveable-wall entries and the pink button presses as
well. Note that this cannot fix an already-corrupted save, but it could at
least prevent a save from being corrupted after some of those pink buttons were
already hit:
awsave AnimalWell.sav -s 1 --clear-invalid-walls
Chests
All chests in the game can be opened/closed using the --chests-open
and
--chests-close
arguments. Note that merely opening a chest does not provide
you with the item that the chest provided!
awsave AnimalWell.sav -s 1 --chests-open
awsave AnimalWell.sav -s 1 --chests-close
Candles
Candles throughout the game can be individually lit or blown out using the
--candles-enable
and --candles-disable
arguments. These arguments can be
specified more than once, and the special value all
can be used to operate on
all candles at once:
awsave AnimalWell.sav -s 1 --candles-enable all
awsave AnimalWell.sav -s 1 --candles-disable room_06_07 --candles-disable room_10_13
Valid values are: room_04_06
, room_08_06
, room_04_07
, room_06_07
,
room_06_09
, room_15_09
, room_05_13
, room_10_13
, room_16_13
, all
.
The numbers in the value names refer to the room coordinates containing the
candle.
Water Reservoirs
The five water reservoirs in the game can be all filled up or emptied using the
--reservoirs-fill
and --reservoirs-empty
arguments:
awsave AnimalWell.sav -s 1 --reservoirs-fill
awsave AnimalWell.sav -s 1 --reservoirs-empty
Detonators
The various detonators around the map can be triggered or re-armed using the
--detonators-activate
and --detonators-rearm
arguments:
awsave AnimalWell.sav -s 1 --detonators-activate
awsave AnimalWell.sav -s 1 --detonators-rearm
Note that merely re-arming a detonator will not automatically rebuild the
destroyed tiles from the original explosion. To spawn those back in, you can
use the --respawn-destroyed-tiles
argument (see below).
Destroyed Tiles
Tiles in the game can get destroyed in a variety of ways, such as the
Top/Yoyo, detonators, Manticore laser beams, etc. To respawn all destroyed
tiles in the map, you can use the --respawn-destroyed-tiles
argument:
awsave AnimalWell.sav -s 1 --respawn-destroyed-tiles
Minimap
The minimap can be revealed or cleared using the --reveal-map
and --clear-map
arguments:
awsave AnimalWell.sav -s 1 --reveal-map
awsave AnimalWell.sav -s 1 --clear-map
Note that the fully-revealed map will look different than a "naturally" fully-revealed minimap, because all of the "inner" wall space will be filled in. When the game itself reveals the minimap, it stops right at the wall boundaries.
Map Marks
The user-made marks to the map using the pencil and stamps can be cleared using
the --clear-pencil
and --clear-stamps
options, respectively:
awsave AnimalWell.sav -s 1 --clear-pencil
awsave AnimalWell.sav -s 1 --clear-stamps
Pencil Images
Note: These functions require that the Python Imaging Library (Pillow) is installed. If that library isn't available, these options won't be present.
This utility can import images onto the minimap pencil layer using the
--pencil-image-import
argument, and export the current pencil layer
into a graphics file using the --pencil-image-export
argument. When
importing, the image will be scaled down to the minimap native resolution with
no regard to aspect ratio (if needed), and dithered into a monochrome image
(also if needed). Passing a 1-bit image with the exact correct dimensions
should result in importing without any resizing or conversion.
The minimap technically includes an "empty" border around the confines of the
playable map area, and by default this pencil-image import will consume that
entire space, which is 800x528. You can specify the --pencil-image-playable
argument to restrict the import size to the borders of the playable area
instead, which is 640x352.
awsave AnimalWell.sav -s 1 --pencil-image-import bunnies.jpg
awsave AnimalWell.sav -s 1 --pencil-image-import bunnies.jpg --pencil-image-playable
The imported image can be inverted by specifying --pencil-image-invert
, in
case your image would look better that way:
awsave AnimalWell.sav -s 1 --pencil-image-import bunnies.jpg --pencil-image-invert
For exporting to a graphics file, the utility should understand most common image format by its extension, and write the appropriate format:
awsave AnimalWell.sav -s 1 --pencil-image-export output1.jpg
awsave AnimalWell.sav -s 1 --pencil-image-export output2.png
If the export file already exists, the utility will prompt you to overwrite. To
automatically overwrite without any interactive prompt, use the -f
/--force
option:
awsave AnimalWell.sav -s 1 --pencil-image-export output.jpg -f
Library
The data backend should be easily usable on its own, for anyone wishing to make programmatic changes, or write other frontends. At the moment the best docs are just browsing through the code. I apologize for my frequent PEP-8 violations, lack of typing hints, and idiosyncratic coding habits, etc.
A quick example of the kinds of things that would be possible:
from animalwellsave.savegame import Savegame, Equipment, Equipped
with Savegame('AnimalWell.sav') as save:
slot = save.slots[0]
print(f'Editing slot {slot.index+1} ({slot.timestamp})...')
print('Current equipment unlocked:')
for equip in sorted(slot.equipment.enabled):
print(f' - {equip}')
slot.num_steps.value = 15
slot.equipment.disable(Equipment.DISC)
slot.equipment.enable(Equipment.WHEEL)
slot.selected_equipment.value = Equipped.WHEEL
save.save()
See also animalwellsave/cli.py
, which is probably the best place to look for
examples of interacting with the data.
The objects are set up to allow both defining consecutive fields within
the savefile (without specifying manual offsets), and also skipping around
using manual offsets. When offsets are specified, they are computed relative
to the "parent" object -- so for instance, the absolute offsets used in
the Slot
class are relative to the start of the slot. The fields created
while looping through the file are all subclasses of the base datafile.Data
class, which will end up computing and storing the absolute offset
internally. The save data is mirrored in an internal io.BytesIO
object,
which is where all changes are written. It will not actually write back out
to disk until a save()
call has been sent.
The data objects (subclasses of datafile.Data
) try to be easy to read, and
can be interpreted as strings or in format strings, etc. Subclasses of
NumData
can often be used just as if they are numbers, supporting various
numerical overloads. Bitfield classes can generally be acted on like
arrays, at least in terms of looping through the options. NumBitfieldData
keeps an enabled
set for ease of checking which members are enabled.
Setting new data should often be done via the value
property rather than
setting it directly, though -- note in the example above where the num_steps
property is being set that way. value
should also be used if you need an
actual number, such as if using it in a list index or the like.
NumChoiceData
objects are used where the value is expected to be one of
a member of an enum. In these objects, value
will always be the raw numeric
value still, but there's also a choice
attribute which will correspond to
the proper enum item, if possible. The class technically supports setting
values outside the known enum values, in which case choice
will end up
being None
. Keep in mind that setting a value for these should still be done
via value
rather than choice
.
Apart from that, as I say, just looking through cli.py
or the objects
themselves would probably be the best way to know how to use 'em.
Changelog
v1.0.0 - May 31, 2024
- Initial release
License
animalwellsave
is licensed under the GNU General Public License v3.
A copy can be found at LICENSE.txt.
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