Ant Sequence Dummy

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What this is

A scripted, deterministic run of the REAL engine/src/core/antSim.js FSM (same module the game itself runs, driven by dominoSim.js on a flat all-walkable strip) — not a hand-drawn approximation. Sequence: stand idle, hold Left for exactly two full walk cycles ( ticks, confirmed WALK_TICKS=6 per tile), release, settle back to idle. Sprite pixels are decoded fresh from the raw DATA/ANT00_16.ANX / ANT31_46.ANX files by this page's own JS (see its top-of-file comment for exact Ghidra address/instruction citations) — no pipeline-built ant.json/ant.png involved. Drawn at the fixed anchor col*16+8 native px (no interpolation, no centering, no width/facing term), read directly off render_ant_and_ladder_icon_overlay's disassembly — the column only ever moves on the tick the walk cycle completes.

Tick
Phase
Activity
Pose
Frame
Column

0 / 0
1.0× (12 fps)