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DKC1Recomp v0.0.8 - Baby Kong animation fix

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@elliotttate elliotttate released this 04 Sep 03:46
· 4 commits to main since this release

Baby Kong animation fix

  • Fixes Kiddy getting stuck in a floating jump pose during normal idle, walking, and running.
  • Uses DKC1 Donkey animation IDs to drive distinct Kiddy idle, walk, run, turn, jump, bounce, roll, hurt/death, pickup/carry/throw, duck/crawl, animal-buddy, rope, swim, victory/failure, ground-slap, and scripted pose groups.
  • Corrects grounded detection: DKC1 normally reports Y velocity -$0300 on the ground, so actor state now owns grounded/airborne movement tuning.
  • Foot-aligns grounded poses and center-aligns airborne, swimming, rope, and suspended poses to the captured native sprite silhouette.
  • Keeps the mod toggleable and source-only; users still provide their own verified DKC1 and DKC3 ROMs, and no ROM-derived graphics are distributed.

This arm64 build targets macOS 26, is ad-hoc signed, and has been locally signature-verified, but it is not Apple-notarized. If Gatekeeper blocks the first launch, Control-click the app and choose Open.

Validation: all 232 Python tests passed with one unavailable local fixture skipped; deterministic Jungle Hijinxs replays were manually inspected across entrance, idle, walk, roll, hurt, takeoff, rise, apex, descent, bounce, and landing; Donkey did not reappear; ZIP integrity and deep strict signature verification passed.