Frames in this block
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SELECT YOUR PUSHOVER GAME FOLDER
This needs the original game's DATA/ files to render
-- they're copyrighted and aren't included with this site. Point
it at your own legally-owned copy of Pushover (the folder
containing PUSH.CFG and its subfolders).
Reads ANT00_16.ANX / ANT17_30.ANX / ANT31_46.ANX /
ANT47_65.ANX directly — the decompressed original sprite-bank files, not this
project's pipeline output (tools/asset-convert/export-viewer-data.js's
ant.json/ant.png). Decodes the 5-bitplane block format entirely in this
page's own JavaScript, from the documented format in tools/asset-convert/anx-decode.js's
header comment, independently of that tool. No pose-number mapping, no derived/mirrored/aliased
poses, no theme recoloring — blocks and frames are shown exactly as they appear in the file,
in file order. Every frame is drawn at a fixed canvas origin (0,0), at its own native
width/height, with zero anchor, ground-line, or tile-position logic applied — if
frames appear to jump or drift here, that is the raw art content itself, not a placement decision
made by this page.
| Block byte offset | |
|---|---|
| Frame count | |
| Frame index | |
| Frame size (native px) | |
| Frame byte offset | |
| Frame body size (bytes) | |
Raw extra byte (signed) |