Created by Brent Anderson, www.dumbmanex.com Notes on the Cave worm files, for your ease of use. If you see something like "biteE" in the name, more specifically the capitol "E", that is directional, as in the character is biting east. s_cvwrm_biteE_strip9.png 9 frames, 86x61 each s_cvwrm_biteN_strip9.png 9 frames, 49x58 each s_cvwrm_biteNE_strip9.png 9 frames, 73x57 each s_cvwrm_biteNW_strip9.png 9 frames, 73x57 each s_cvwrm_biteS_strip9.png 9 frames, 48x85 each s_cvwrm_biteSE_strip9.png 9 frames, 82x73 each s_cvwrm_biteSW_strip9.png 9 frames, 82x73 each s_cvwrm_biteW_strip9.png 9 frames, 86x61 each //Note about "die" animations, the first two frames where to be held intil impact with the ground, which is frame 3. s_cvwrm_dieSE_strip3.png 3 frames, 59x60 each s_cvwrm_dieSW_strip3.png 3 frames, 59x60 each s_cvwrm_drtpops_strip6.png 6 frames, 35x39 each, used as particle for when worm is traveling underground. s_cvwrm_flopSE_strip5.png 5 frames, 63x72 each, for use if worm is on hard floor s_cvwrm_flopSW_strip5.png 5 frames, 63x72 each, for use if worm is on hard floor s_cvwrm_frownSE_strip4.png 4 frames, 44x44 each, used for when it misses a bite attack s_cvwrm_frownSW_strip4.png 4 frames, 44x44 each, used for when it misses a bite attack s_cvwrm_jumpE_strip5.png 5 frames, 70x61 each s_cvwrm_jumpN_strip5.png 5 frames, 40x65 each s_cvwrm_jumpNE_strip5.png 5 frames, 51x63 each s_cvwrm_jumpNW_strip5.png 5 frames, 51x63 each s_cvwrm_jumpS_strip5.png 5 frames, 43x61 each s_cvwrm_jumpSE_strip5.png 5 frames, 46x62 each s_cvwrm_jumpSW_strip5.png 5 frames, 46x62 each s_cvwrm_jumpW_strip5.png 5 frames, 70x61 each s_cvwrm_ouchSE_strip6.png 6 frames, 63x58 each s_cvwrm_ouchSW_strip6.png 6 frames, 63x58 each