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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
  • And much more! Read on for the full details

Table of Contents

Overview

The utility seems quite safe to use -- I've not ever experienced any problems with it. But make sure to backup 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

This is a Python-based CLI app and library. It should run on Python 3.10+, though it's received most of its testing on Python 3.12. There is currently no GUI component -- you'll have to be comfortable working in the commandline for this to work.

Easiest Method: pip

At the basic level, once Python is installed, you can install animalwellsave with a simple:

pip install animalwellsave

It's recommended to install in a virtual environment, though. 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]

If you want, you can do without the virtual environment and install it for just your user with:

pip install --user 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 .

Optionally, 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 (but which are present in the data library):

  • General Crank status
  • Elevator status
  • "Illegal" Bunnies

Some data is, likewise, not actually even present in the data library yet:

  • Stalactite/Stalagmite/Icicle destruction
  • Some seemingly-unimportant flags have been omitted from a few areas, for instance the global "switch" state (left/right), early-game flags like "woke up," etc.
  • 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.
  • Ability to perform slot actions on an exported slot file?

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

By default, the info output will just show you things that you have collected or done throughout the game. To also show information about things you haven't collected or done (such as missing eggs, etc), use -v/--verbose:

awsave AnimalWell.sav -i -v
awsave AnimalWell.sav --info --verbose

Additionally, the in-save data offsets for every bit of data that the data library knows about can be printed with -d/--debug. This will show the info for all slots as well, regardless of which slots have been chosen to show. It will write this information to stderr:

awsave AnimalWell.sav -d
awsave AnimalWell.sav --debug

Finally, by default the info dump will use column outputs when showing long lists, such as unlocked eggs. To have the utility only output one item per line, use the -1/--single-column argument:

awsave AnimalWell.sav -i -1
awsave AnimalWell.sav --info --single-column

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 speedrun 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 in the vanilla game 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, but note that it's not really recommended to alter this structure directly. Some of the states in here rely on other states and other bit of data to be a "valid" gamestate (or at least, one which could be encountered in an unmodified game). Specific arguments exist for managing all quest state flags supported by the editor, and should take care of any weird edge cases for you. Still, if you want to tweak any of these by hand, they're available here. Manual tweaking will be performed at the very end of the slot processing, so you can use this argument to override any other massaging that previous processing might have done.

The main quest state bitfield 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.

Mock Disc Location

In ordinary gameplay, the Mock Disc can either live in the Dog Head Statue, or the Mock Disc Shrine. The --move-disc-to-shrine and --move-disc-to-statue arguments can be used to move the Mock Disc from one to the other:

awsave AnimalWell.sav -s 1 --move-disc-to-shrine
awsave AnimalWell.sav -s 1 --move-disc-to-statue

Note that these arguments will only make changes if the Mock Disc is already stored in one of those two locations. If you've got a nonstandard game state (due to earlier editing, etc), you'll have to alter the various flags by hand using the --quest-state-enable and --quest-state-disable arguments. Also note that these arguments aren't really intended to be used alongside arguments which add or remove the Disc or Mock Disc from player equipment/inventory -- the arguments for giving the player the Disc, specifically, can ensure either of these two states. See the Equipment section for more detail.

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:

  1. (6, 6)
  2. (9, 11)
  3. (12, 11)
  4. (9, 13)
  5. (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

S. Medal and E. Medal

The state of the S. Medal and E. Medal insertion can be set with the --s-medal-insert, --s-medal-remove, --e-medal-insert, and --e-medal-remove arguments. Note that removing the medal from the recess does not automatically give you the medal in your inventory; use the inventory management functions for that.

awsave AnimalWell.save -s 1 --s-medal-insert --e-medal-insert
awsave AnimalWell.save -s 1 --s-medal-remove --e-medal-remove

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

Bosses

There are several arguments to alter the state of bosses in the game, specifically: the Chameleon, Bat, Ostriches, and Eel/Bonefish. They use the word defeat to indicate getting rid of the boss, or respawn to bring them back:

awsave AnimalWell.sav -s 1 --chameleon-defeat
awsave AnimalWell.sav -s 1 --chameleon-respawn
awsave AnimalWell.sav -s 1 --bat-defeat
awsave AnimalWell.sav -s 1 --bat-respawn
awsave AnimalWell.sav -s 1 --ostrich-defeat
awsave AnimalWell.sav -s 1 --ostrich-respawn
awsave AnimalWell.sav -s 1 --eel-defeat
awsave AnimalWell.sav -s 1 --eel-respawn

As always, arguments can be combined into one command:

awsave AnimalWell.sav -s 1 --bat-defeat --chameleon-respawn

For the Ostriches, note that the same flag controls both Ostrich bosses -- both the one which pokes at you underground, and the wheel-bound one. The ostrich processing will also stop/start the ostrich-controlled movable platforms as appropriate. If the app is told to respawn the ostriches, it will also un-press the purple button directly underneath the ostrich wheel. That way, the ostrich won't just immediately become active again when you enter the room again.

For the Eel/Bonefish, respawning it will put it in its pre-awakened state.

You can also trigger an action for all four of these bosses at once with --bosses-defeat or --bosses-respawn:

awsave AnimalWell.sav -s 1 --bosses-defeat
awsave AnimalWell.sav -s 1 --bosses-respawn

Note that specifying either of those will totally override any other boss defeat/respawn arguments you specified.

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.

Valid values are: reference, brown, raw, pickled, big, swan, forbidden, shadow, vanity, service, depraved, chaos, upside_down, evil, sweet, chocolate, value, plant, red, orange, sour, post_modern, universal_basic, laissez_faire, zen, future, friendship, truth, transcendental, ancient, magic, mystic, holiday, rain, razzle, dazzle, virtual, normal, great, gorgeous, planet, moon, galaxy, sunset, goodnight, dream, travel, promise, ice, fire, bubble, desert, clover, brick, neon, iridescent, rust, scarlet, sapphire, ruby, jade, obsidian, crystal, golden, all.

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).

Valid values are: tutorial, origami, crow, ghost, fish_mural, map, tv, uv, bulb, chinchilla, bunny_mural, duck, ghost_dog, dream, floor_is_lava, spike_room, all.

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:

  1. "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.
  2. "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.
  3. 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.
  4. 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.
  5. Other "special" doors like the House/Office/Closet doors, whose states are mostly controlled via the progress/quest options.

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

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

Finally, the doors controlled by "quest state" information are the three doors related to the house: the main house door, office, and closet. These can be opened or closed with the --house-open and --house-close arguments:

awsave AnimalWell.sav -s 1 --house-open
awsave AnimalWell.sav -s 1 --house-close

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.

Crank Puzzles

There are four puzzles in the game which are solved by manipulating cranks/levers: three to fill water reservoirs, and one "sine wave" puzzle. The --solve-cranks argument can be used to set most of those cranks to values which will result in the puzzle being completed. The one exception is the Seahorse Boss room, since the cranks need to be adjusted in realtime to account for the Seahorse position and also which reservoir is being filled at the time.

awsave AnimalWell.sav -s 1 --solve-cranks

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

Pencil Image Import Results

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

v1.1.0 - Jun 6, 2024

  • Added explicit arguments to set various Quest State flags without having to manipulate those flags via the --quest-state-* arguments:
    • Added arguments to defeat or respawn the game's bosses. Specifically:
      • Chameleon
      • Bat
      • Ostriches
      • Eel/Bonefish
    • Added --house-open and --house-close arguments to manage the state of the doors around the house.
    • Added arguments to manage S. Medal and E. Medal insertion state.
    • Added --move-disc-to-shrine and --move-disc-to-statue args, to shuffle the Mock Disc between its two homes.
  • Added --solve-cranks argument to solve most crank-related puzzles.
  • Info-reporting tweaks:
    • Added --verbose option to also show missing items (inventory, eggs, etc) on the info output, rather than just the things that are present.
    • Added --debug output to show data offsets within the savegame
    • Converted info report to use columns for long lists of data, and added a -1/--single-column argument to revert to one item per line.
    • Added lit-candle report
    • Improved K. Shard reporting
    • Removed dash in "Post Modern" egg text
    • Reworded the Dog Head Statue description in Quest State
  • Fixed a bug in Mural handling which could have caused some problems for hypothetical data reads after the mural.
  • Info added to data model (though not directly accessible via the CLI):
    • Elevator/Platform Data (Ostrich Boss processing does touch this a bit)
    • Bunny Mural last-selected-pixel coordinates

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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